In the final part of this series, I will look at ways to tweak the texture map that was created in the last part further to add an extra level of depth to the textures. Firstly, lets recap on the model as it was at the end of the last part.
It looks okay, but there are still areas which can be improved enormously. For one, the rock texture is a little bit boring to look at, and there are a lot of cracks in the rock texture which could do with some additional texturing.
So the first thing I’ll do is to open up the texture map “moss2.bmp” in photoshop, I will also open up “rock1.bmp”. Using the magic wand too, I want to select all the cracks in the rock. I will then add the moss2.bmp texture map to the main texture map which is called “rockface-tex.psd”, and using the same method as shown in the previous session, create a layer mask from the areas where the cracks are (which was taken from rock1.bmp).
And when added to the main layer, we get the following..
this is quite a subtle difference, but in the end it should make it look a bit fancier in the final render. I do however want to make it stand out a little bit more, so to do this I will saturate the layer we just added slightly more, making it a bit more green. I also feel that the moss layer applied in the last section was a little overbearing, so I’m going to break it up a bit by removing some of the white areas in the layer mask. This is done by alt-clicking on the layer mask allowing you to edit it directly, and then using the tools in Photoshop to change it.
It is now time to look at the rock texture, which is a little boring at the moment, because it is all the same texture. To spice it up a little bit, I am going to use the texture “rock3.bmp”. The first thing I need to do is make it roughly the same colour as the first rock texture. I will do this using Image -> Adjustments -> Match Colour and then selecting the source as “rock1.bmp” this is then copied into a new layer which is directly above the previous rock texture.
Since we don’t want to destroy any of the details we have already added, we want to purely add some differences to the rock textures in areas that the rock looks a bit plain. To do this, start another layer mask, and then bucket it black. so that the entire layer disappears. Now we can paint on exactly where we want the variation in the rocks to appear. I am going to use a low opacity of about 25% so only a mild variation appears. The final texture map looks as follows..
and when rendered in Vue as follows..
You can of course continue adding smaller details forever, but for me, this piece is now as textured as it needs to be. In this instance I am using the texture map as a bump map because I like the way it highlights the smaller details on the rocks, like the lichen and the cracks. But you are of course free to make your own.
Please feel free to comment on this method below, and let me know how you would go about texturing an item like this. If the demand is there, I will create a version of this tutorial using only the function editor in Lightwave for those of you who don’t have a copy of Photoshop.