2D Image Editing
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Often when I study something not clearly documented, I write a "how to do it" for myself. The following is an introduction to image editing using the creation of 2D face-me figures as an example. I have come to realize that all of SU's editing features may be applied to imported 2D images.
If there are errors in the following, or clarifications that should be made, please comment and I will correct this post.
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Move Sang on the red axis left of the workspace origin.
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Select the view that the component will face. Say, front for 2d photo people.
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Import your image into the workspace as a "image", not "texture".
*Select an image whose feet (portions that are touching the ground) are relatively parallel to the ground. Look at SU's face me people for examples.
Multiple images may be used to create a final image. An image inserted into the workspace on top of a face or image will remain on that surface. when placed elsewhere, that image will be set below the existing images. You must experiment to understand this. You may cut, and position any image or surface separately in order to compose your final image.*
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Locate the lower left hand side of the image on the origin, and then locate the upper right hand corner of the image using Sang to scale the insert. Tape measure, and scale as necessary.
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Delete Sang.
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Select all on the image, explode, then edit the image as necessary.
*An imported image must be exploded in order to create a face. In this way, an image can be edited in the same manner that surfaces, and may be positioned. In order to mask portions of the image, draw a edge dividing the image as necessary. As with surfaces, the image is subdivided into discrete portions.
Once you explode a image, it is available as a material, and can be painted onto any surface, and edited by any SU's tools including "edit materials". In addition, "edit texture image" with a program identified by your "window preference application". If necessary, adjust the color, skew, and rotate the image to provide a pleasing figure.*
- Draw an line (edge) around the figure. The easiest way to draw a line is to select "x-ray", and by zooming in and out as necessary while outlining the figure to remain.
It helps to uncheck the model info unit length and angle snapping. If a blank face forms in an enclosed set of edges, delete the blank face, and draw over an existing edge in order to subdivide the image.
- Erase the portions of the image that you do not want to see.
*The portions of the image erased are made transparent and can not be seen. The remaining image and its surface is what creates its shadow. The erased portions of the image will not cast a shadow. Images that are brought in with portions that have been rendered transparent, will still cast a shadow of its transparent portions, unless the unwanted portion of the face is erased. The complete image is still part of the model, and is available for editing. In most cases, turn off the images ability to "receive shadow".
Export sidebar: SU can be used to create graphic compositions in a form that be used to create sprits with image editors. From the style menu, uncheck ground, and sky, then select a highly saturated backgorund color not present in the composition. Export this image as a .png, open it with a image editor, and "alpha out" the saturated color.*
- Select all, and make a component.
The component menu will show the components alphabetically by name. Accordingly, select a suitable component name. Select "always face camera", "shadows face sun", "replace selection with component", and "purge" the model.
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Move the component's image over the workspace origin to identify its insertion point. Make sure that the portion of the figures feet that touch the ground are on the red axis.
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Zoom extents, and save the figure as a skp in SU's component folder, or sub-folder as you choose. Use the component name as the file name.
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