Hi, I have been looking alot at the modeling style that Robbie Dingo used to make Suzanne Vega's guitar. I can get the base of items made and everything else. However, I am a little puzzled as to how he made the texture for the top of the object.
I am guessing that he made a square texture and imported it into SL. He used alpha map areas to filter out the blank spaces. Thus, the rest of the texture is the clean image of the guitar.
Now, what I don't get is how did he figure out the EXACT size of the texture. I mean you can't just take a random guitar image, drop it into SL, and expect it to fit perfectly onto a premade object.
I'm guessing that he took a overhead helicopter shot of what he was making. and took that shot into a program like illustrator. From illustrator he set the boundary areas with the pen tool and placed the textures for the top of the guitar inside this area. Now that he has it all sorted out, he can add the boundary box around the guitar texture and make it the color of his alpha texture. Import into SL, Stretch it into place, and lay it down for a nice perfect fit.
But how the heck would he take a perfect helicopter view shot. O_o Is there a way to set it so that your view is perfectly even to set up such a shot? Cause even a small fraction off would mess up the texture and it wouldn't fit correctly.
Well this is just my idea on the texture style. Anyone have any ideas or assist even ^_^?
Thanks a ton
~Akurus Etzel
Also for anyone who hasn't seen the video of him making the guitar here it is:
http://www.youtube.com/watch?v=bQL8_HB1HtQ
