Part 1, Part 2
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.
Continue reading “Texturing Tutorial – My Method – Part 3”
This is the second part of the guide, If you have not looked at the first part, check it out first, or if you are looking for the final part, go here.
So now we have all of the texture maps that we need to make a good looking map for the rock face we are going to be working on, we now need to think about how each of the materials is going to be distributed. Obviously, all of the maps cannot be shown in full at the same time, so they must be made only visible in certain sections. While this is entirely possible to do in the function editor of your program, for example Lightwave, or even Vue, I prefer to use Photoshop, for a number of reasons. Firstly the control in Photoshop is much easier in my opinion, and you also have the option of drawing directly onto the model, which is fantastic.
Continue reading “Texturing Tutorial – My Method – Part 2”
This tutorial is based on a request by Christian Key to demonstrate how I would go about texturing a model of a rock face (which he has kindly provided). This tutorial will be split over a couple of days due to current time constraints.
Part 2, part 3
While I understand that there are infinite different ways in which this could be done, this is the method that I would use.
I will not be focusing on the basic principles of how to apply textures here, as this is covered in a wide number of other places, and will probably just add confusion to the subject. If you are having problems with any part of this tutorial, please feel free to send me a message and ill help you the best I can.
Software that will be used is the following:
- Photoshop CS5.1 Extended
- Lightwave 10.1
- Vue 9 Infinite
So first step, lets take a look at the model.
Continue reading “Texturing Tutorial – My Method – Part 1”
As requested, here is a short tutorial of how to create an animated shoreline with foam coming in to the shore, and going back out again.
Firstly, I looked at a few videos on youtube to get an idea of how the waves break on a shoreline, and how the foam looks at the different stages of the wave break.
This tutorial uses vue 9 infinite, but most other versions after 7 (when the water editor was introduced) should work just as well.
Continue reading “Animated Shoreline – Tutorial”
Currently I am working on a scene with an old house, part of which is covered with plaster, the other is exposed brickwork, therefore two bump types are required in one texture. I had a number of ideas of how to do this in the Node Editor of Lightwave 9.6, however they where all pretty much useless. After a lot of frustration and searching the internet with no success I had a final try and got it to work.
Below is the method which I used, it probably isnt the most elegant method, but it works.
Firstly I will start with a cube.
Continue reading “Multiple Bump Paths in One texture – Lightwave 9.6 Tutorial”
This is a reference guide as to what the noise nodes look like when they are applied to a square.
Each material is mapped to “object-parametic”and uses a black-white color map where black is -1 and white is 1.
Continue reading “Noise Node Reference Guide”
In this third part of the the rough guide to the material editor, we will be exploring the Color and Alpha Tab of the advanced material editor
Part 4 will jump into the function editor for a preview of some of the cool stuff that can be done in there. Filters will also be covered there.
There will be a reference guide to the shapes of the noise functions in Part 4.
Firstly we will look at the Advanced Material Editor Color and Alpha Tab. Unless stated, all mapping is as “object parametric”.
Continue reading “Rough Guide to the Material Editor – Color and Alpha Tab – Part 3”
In this part of the rough guide we will look in more depth at the graph window and the controls that are availiable.
Using the Graph
There are various controls which allow you to move around and view different areas in the graph window and access different controls.
- To pan around the graph, drag with the right mouse button held down
- To zoom in and out use the zoom buttons
- To zoom into an area, click the zoom area button and select and area to zoom into
- To select a node click on it, its properties will be displayed int he bottom left corner
- Nodes can be moved by dragging them to where ever you want them to be displayed
Continue reading “Rough Guide to the Material Editor – Part 2 – Getting to Know the Function Editor Graph”