Posts Tagged ‘Tutorial’

UV Mapping – Tutorial.

Saturday, May 5th, 2012

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.


Texturing Tutorial – My Method – Part 3

Monday, April 30th, 2012

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.


Texturing Tutorial – My Method – Part 2

Tuesday, April 24th, 2012

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.


Texturing Tutorial – My Method – Part 1

Friday, April 20th, 2012

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.


Animated Shoreline – Tutorial

Friday, December 10th, 2010

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.


Exporting from Lightwave 9.6 to Vue – A guide.

Saturday, March 6th, 2010

At the request of Mike Ballard, a guide to exporting from Lightwave 9.6 to Vue has been written. This process involves UV mapping and good methods of exporting objects plus a number of problems that may arise during the process and some solutions that I have come accross.

This is NOT a definitive guide how to UV map, but maybe some of the ideas and methods I demonstrate will help.

I will be using a model created by Mike Ballard of a rather nice glass house.


Rough Guide to the Atmopshere Editor – Part 6 – Clouds Tab

Sunday, February 14th, 2010

This part of the guide refers to the clouds tab of the Atmosphere editor. It is also related to three other pages of reference material which show what each of the cloud types looks like when rendered in each of the three models they are available in.

See the Guides page for these reference guides

You will notice that the cloud tab with the spectral mode has a few more options than the standard and volumetric models, as such the spectral model will be covered later in the guide in part 7.

The cloud animation area will be largely ignored for this guide.


Rough Guide to the Atmopshere Editor – Part 4 – Lighting Models 2

Wednesday, February 10th, 2010

This fourth part will cover the remainder of the settings from the Light tab as the first part would be too long otherwise. For the first part of this guide the default spectral model will be used. There will be an inclusion of a cone and a cube as shown in the render below. All renders are at 800×600 on the “broadcast” quality setting.


Rough Guide to the Atmopshere Editor – Part 3 – Lighting Models

Tuesday, February 9th, 2010

This is a rather open ended section of the guide as it would take me literally forever to create examples of EVERY lighting model for every different type, so for the purposes of this section I will stick with the default atmopshere with spectral model being used. A basic scene has been produced with a cube with the default texture and a green “plastic” cone. All renders are done at 800×600 in “Broadcast” preset.

As an example of how long it takes to render in each of the lighting schemes a basic grass scene will be used, the atmosphere preset is “default”.


Rough Guide to the Atmopshere Editor – Part 2 – Sun Tab

Monday, February 8th, 2010

This second part of the Rough Guide to the Atmosphere Editor will cover the first tab – “Sun” which is used for the standard, volumetric and spectral model.

The settings are pretty much identical in each of the models so this will be a relatively short episode.