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DNA priority tutorial


TEXTURING

OK. Now it's time to go on with texturing. In this part I'm gonna try to introduse to you how I make textures for most significant objects in a scene. I'm realy sorry for not every object would be touched but it is noy necessary as I've used the same texturing technique for almost every object. For clarity I show the picture that was made before postproduction to see all the textures more pure.

So the object signed by number "1".

As I said earlier NURBS surfaces have it's own UV coords that aren't editable during the modeling process. After I have exported this model to mesh and apply UVW Unwrap modifier to itI became some frustrated... Just look at that:

Ofcourse it's everything OK about the software because all the coords are generated depending tomodeling coherence but I have no time to determine "what is what" and after thisscale the UV's to match real proportions and weld vertexes in Edit UVWs mode (with reference to Unwrap UVW modifier)to provide seamless of the texture if needed. A lot of work, isn't it?! So I used another way. I devidedmy model by a number of parts and apply different ID's to each of them. Then using Mesh Select (by ID)and UVW Mapping modifiers to every part of it. I set the same channel for all of UVW Mapping modifiers in the stack that displayed below:

When everything was assigned i've started with setting up material. After assigning Multi/Sub-Object material the next step was pure (I mean base) diffuse color. it doesn't matter what is it exacly but it's important that it is the same in all of Sub-Materials diffuse color attribute to avoid of color difference along the object. What is it all for? The point of it is in ability to paint the textures we need withoutwearisome manipulations with UVW coords as we have the high-poly mesh on output. Then... Very useful plug-in "Texporter" written by Cuneyt Ozdas and Sinan Vural realy helped me to render UVW template.I rendered every ID of the material and then open it in Adobe Photoshop. There is one of IDs on the image below:

Then i made a couple of new layers and start to paint textures. As you see it is some dirt, scratches and dust. After completing the texture I save it as PSD format and returned to Material editor. As I have more than one layer as diffuse so I used composite map for it in editor. Then I just put every layer from bottom to top. There is an expanded part of material tree on the next figure showing settings I used.

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Ofcourse it doesn't matter what texture attribute it will be, diffuse or displace and etc.The main idea is in completely free texture making process.

>>>Tip: PSD is very powerfull and flexible format to use it intexture making. You can manage and change layers anytime you need.But it takes a lot of memory.

OK. Let's go on... The object signed by number "2".

As I said everything is similar to previous technique. I have used PSD format again with its ability to store an alpha-channel. Making the texture below:

>>>Tip: If you use PSD format with more than one layer (in my opinion only in this case it is logical) it is always a good idea to check up layer visibility before using it as input to texture in cases when you gonna use collapsed layers.

The object number "3".

This object is of great importance in a scene and takes a great attention. So I make a higher resolution for texture rather than for others. I will show only a part of it:

I used "Texporter" plug-in to render UVW template for guide purposes...

Unfortunatelly not everyone of us have pen tablet for drawing (and me too). And this texture was created with usual mouse. It brought me some difficulties to paint scratches but interesting. In my opinion it is very important to have a right humour to bring the right mood and maybe "feel" the texture. By the way as I remember I was making a sound like "schhhhrrr" when i painted it :) Everyone got his own way, you know ;)

1 | 2 | 3 | 4 | 5 | 6 | 7
- decisions
- modeling
- lighting
- texturing
- rendering
- postproduction

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