An new image called ‘The Hovel’
Used a plethora of software in its creation including Marvellous Designer, Vue 9, Lightwave 10.1 and Photoshop.
Another free model, this time of a table. Available in OBJ and VOB format.
Same rules as usual, use it however you like, but don’t try and sell it or claim it as your own.
If you feel like it, feel free to tell me/show me how you used it.
This will be included in a scene which I will hopefully be posting later on today so keep your eyes
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Yesterday, I got my hands on a Marvellous Designer license, courtesy of a very kind philanthropist from the Vue community, Artur Rosa. Today I have spent my time playing with the program and learning the basics of it and discovering how I am going to use it for my work.
The first thing I did, of course, was to follow a tutorial on their website and in so made a dress..
Another Piece made in Lightwave and Rendered in Vue.
Playing around with texturing and lighting in this one.
I’m sure there’s a story behind it, but I haven’t got a clue what it is.
This is a short tutorial on UV mapping a model. The model selected was created by Sean Hall as part of a project we are working on together.
I do not claim to be an expert in UV mapping, but over the past few years I have learned a little bit about the process of it and have developed a method which I am happy with using. It is through this tutorial that I aim to pass on this knowledge.
Lets take a look at the model that is going to be unwrapped.
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 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.
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.
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:
So first step, lets take a look at the model.