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”
Now that I finally have a bit of time and its raining outside I decided to go through a book I bought about a year ago, “Essential Lightwave v9” by wordware publishing, The third chapter speaks of basic tools, so I decided to model something only using those basic tools. I also wanted to study some of the principles of reflective materials so I decided to model a chrome kettle.
All work done in Lightwave 9.6
More progress on the Modern Townhouse model.
Added some more textures, and a door (which I hate)
Still needs some windows and fine details.
New pot for a greek project i’m working on.
Created and rendered in Lightwave 9.6
A scene to be used with a project in the MSc I am taking.
Done in Vue 7 Complete.
More to come shortly.
Trying Something a little bit new with this Pot, Gradient mapping. This is where the gradient is used to deterine opacity/visibility of a texture procedurally. Rather fun to do, and nice results quickly.
I think tommorrow i’m going to try a full scene in Lightwave and see what I can come up with.
Another pot to add to my collection, this time mostly as an experiment with adding detail through UV maps in photoshop.
Please excuse my rather shakey hand!
All modelling, texturing and rendering done in Lightwave 9.6, UV maps edited in Photoshop
For more of my work please visit my gallery – the link is on the side
If you are interested in my pottery, there are some of my Greek Pots about to go on sale at renderosity (hopefully!) The link will go up as soon as they are availiable.
Some more pottery for my now rather expansive collection, this time Roman.
All modelling, texturing and rendering work done in Lightwave 9.6, took about 50 minutes to render.