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- TUTORIAL for 3-D FONT construction in Imagine
-
- by Carmen Rizzolo
-
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-
- NOTICE: This tutorial assumes you are familiar with the provided Imagine
- manuals, and understand them. - KIDDING!!!
-
- Almost all of the 3-D work I do professionally deals with "Logo
- Treatments" or 3-D titles. Obviously, knowledge of how to make clean, sharp
- 3-D letters is helpful. The following is a step-by-step tutorial of how
- construct 3-D lettering.
-
- STEP 1: Painting your text
-
- Start your Imagine project. Let's say you named your project "3D-Text"
- (Without the quotes). Imagine then creates a drawer called "3D-Text.imp"
- in the same directory that Imagine is located in unless otherwise specified.
- After the "??.imp" drawer is created, go into a directory utility and look
- inside your "??.imp" drawer. You'll see a drawer named "objects" and your
- rendering sub-project drawer if you've made one it yet. Add another drawer
- and call it "brushes".
- Boot up your 2-D paint program. Select Hi-Res in 2 colours. Pull up
- your font requestor and choose a nice big font. I like to use fonts that
- are AT LEAST 75 points in size. Scalable fonts are wonderful for this
- purpose. If you don't have access to large fonts, fetch the biggest font
- you have and grab it as a brush. Double the size of your brush and clean
- up the jaggies (Figure 1). A larger IFF image will mean less clean-up
- time in Imagine, and a more accurate object. I usually use an image twice
- as big as the doubled image in Figure 1, but this is not manditory. Move
- the image of your text to the farthest upper-left of the screen as
- possible. Once converted to an object, the axis will be where the very
- top-left pixel is of your image. Save your image as a PICTURE, not a brush
- for good measure. Sometimes, Imagine doesn't like objects that "Convert
- IFF/ILBM" makes from brushes. I think the problem originates from the type
- of hard-drive controller you may have. It is good practice to save this
- picture in your newly created "brushes" drawer, where you can also store
- images for brush mapping/wrapping. Exit your 2-D paint program.
-
- STEP 2: Converting IFF to an outline object and cleaning up
-
- Back in Imagine, enter the Detail Editor and use the "Convert IFF/ILBM"
- item under the "object" pulldown menu and select your text image. Imagine
- will then convert your Image to an object with an out-lined representation
- of your image. There are no faces on the object yet. Only points and
- edges. It's now time to clean up the object. You will have two main
- objectives:
-
- 1. adjust curved edges and evenly distribute the points on curves
- (Figure 2).
- 2. level off straight edges and make sure that straight lines only have two
- points (Figure 2).
-
- To move points around, simply select "Drag Points" mode and drag the
- points where you wish them to be. Occasionally, a line that is supposed
- to be straight will have an extra point or two in it, creating a crooked
- line. To correct this, enter "Add Lines" mode. Click once on the point
- at one end of the preferred straight line, and again at the other end of
- the line. Now use the "Pick Points" mode and select all the undesired
- points between the line's two end-points and delete them. In most cases,
- curves will not look smooth enough because too few points were given to it.
- To add a point to a line, go into "Pick Edges" mode and select a line that
- needs another point by clicking on the points on each end of the line.
- Then select the function "Fracture" to create another point in the middle
- of the selected line. Now you can go back to "Drag Points" mode and
- re-distribute the points and efficiently smooth out the curve. The closer
- the font will be to the camera in your renderings, the more points your
- curves should have assigned to it. If your curve doesn't have enough
- points in it, the curve will have unwanted dents or "corners" in it where
- edges intersect (Figure 2).
-
- STEP 3: To phong or not to phong
-
- Save your outlined object.
- Make a copy of your outlined object by selecting it, then select "Copy"
- then "Paste" under the "object" pulldown menu. Now there are two of your
- outlined objects, although they take up the same space. Most letters and
- numbers have both straight and curved edges (Figure 3). Some edges we will
- assign "phong" shading to, while others we will not use phong. Phong shading
- helps to smooth out curves to make them appear to be true curves. Phong
- shading does not work well with sharp angles because it tries to curve out
- all corners.Since an object cannot contain both phong and non-phonged
- surfaces, we have two seperate objects. Mentally determine which edges have
- curves, and which are only straights and sharp corners. Look at Figure 3.
- Note that the main stem of the T is phonged. Even though it is mainly a
- straight edge, the bottom curves out into the foot or "serrif" of the T so
- that edge should be phonged. Select one of the two copies of the outlined
- text. Be sure you have NOT extruded anything yet. Go into "Pick Points"
- mode and delete all points that belong to a phonged edge. See Figure 4.
- Select the other of the two objects and delete all that belong to non-
- phonged edges. Use the Amiga-N key comination yo cycle through your
- objects to make certian that no objects share edges in the same place (Note:
- it is acceptable for the two objects to share POINTS in the same space,
- especially where a phonged edge meets a straight edge). Go into the
- attributes of the non-phonged outline object (Select it, then press F7) and
- turn off the PHONG button.
- Make a copy of your "phonged" outline object. Now look for sharp edges
- that will not look good if the phong shading tries to round it out
- (Figure 3). Mentally note where you must seperate the objects at these
- intersections. Remember, both phonged objects points must share the same
- space where the intersection will be broken. For this reason, we are not
- using the "SPLIT" feature, but duplicating and trimming the objects into what
- we need. Now use the Amiga-N key combination to cycle through all your
- objects and make sure that neither of your phonged outline objects share
- edges in the same place.
- Extrude all three objects (1. The non-phonged outline, the phonged
- outline, and the other phonged outline used to eliminate sharp edges).
- Use the default settings for now. If you wish the objects to be thicker
- or thinner, you can multi-select them all and size them later. After
- extruding, multi-select both of the phonged objects and use the JOIN
- function (NOT, I repeat, NOT MERGE!). Not GROUP (NOT JOIN OR MERGE) the
- phonged and non-phonged objects and save them under a different name than
- your original outlined object. Delete all objects (from the screen, NOT
- THE DISK!!)
-
- STEP 4: Slice is your friend
-
- Load up your original outlined object. If you have limited memory
- resources, you must enter the "Add Faces" mode and do so, filling all the
- desired areas in the text with triangular faces. If you're blessed with
- 3 or 10 MEGS, use SLICE. If you're familiar with SLICE, skip to the next
- paragraph. If not, READ ON, PIONEER! Extrude the outlined object using
- default values. ADD a plane object. your plane does not have to be
- riddled with small faces if your text is simple. For something as simple as
- the letters in "Hello" you can use the default values of 10x10 sections of
- faces. Be sure your plane is upright, just like your newly extruded text.
- Position your plane so that it is surrounding the text in the front view,
- and "cutting" through it in the top and right views. Be sure the edges
- of the plane in the front view isn't too close to any edges of your text.
- You can be liberal in your (plane) scaling here. I think SLICE doesn't like
- it if the axis of your plane and your text are touching in any view, so
- I usually move the plane up and to the left if the text axis happens to be
- centered. This might be my Imagination, but it doesn't hurt. Multi-select
- both the plane and your text. Now select SLICE. If nothing went wrong,
- you should now have an additional axis on the screen with all scraps grouped
- to it. Select the axis, select Un-Group and delete the axis. Now delete all
- the unwanted trimmings from your slice. This includes "holes" in O's and
- lower-case e's, etc. Not bad, eh? Go into your trimmed object's attributes
- and turn off phong. Save your object (Don't write over your sides object!)
-
- STEP 5: Almost done!
-
- Load the Sides object from the end of step 3. Un-Group the phonged from
- the phonged sides. ADD an AXIS. Move the axis to the center of your text
- objects. Select the AXIS, then select all of your text "parts" (or use
- Select All in the menu) and GROUP. If you plan on viewing the back of your
- text, make a copy of the front object and move it to the back. In order to
- insure seamless grouping, zoom all the way in when positioning your back
- object. As long as you did not move (re-position) any objects in the
- course of this tutorial, your front and sides shold already group seamlessly
- for your renderings. Be sure your back object is grouped with the rest of
- the bunch. Select your main AXIS in Pick Groups mode (<-IMPORTANT!) then save
- your final object. You now have an object that has professionally clean
- sides, and the front of your text is grouped, not joined, so changing the
- attributes will be a simple operation.
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-
- That's all there is to it! I did not cover beveling techniques because
- that's a whole different story! Also there are several ways to bevel text,
- most of which can make the 3-D font creation take twice as long to make!
- Thanks for excusing any spelling errors in this document. For those lucky
- folks with a DCTV or any other 24-bit device, this 3-D font technique will
- really shine on their monitor. Drop me some E-Mail if this file helped you
- out at all. Till next time!
-
- Carmen Rizzolo
-