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1Tutorials LightWave 3D Texturing Organic Objects (Raptor Study Empty Tutorials LightWave 3D Texturing Organic Objects (Raptor Study Qua Jan 26, 2011 1:59 am

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by Rob Pauza
Tutorials LightWave 3D Texturing Organic Objects (Raptor Study Pixel_black


Tutorials LightWave 3D Texturing Organic Objects (Raptor Study Sidebg

UV MAPPING

The basis of any complex texturing
on an organic model begins with the creation
of a good UV map. However, because of the complexity
and variety of methods for creating UVs I have
chosen to leave this process out of this tutorial.
UV mapping is really a whole tutorial in itself.
Several great UV resources are available here
at the LightWave®3D site. (Press <back> in
your browser or go to [Tens de ter uma conta e sessão iniciada para poderes visualizar este link]

After generating the UVs on
your model there are a variety of ways to export
them to your favorite paint program for use as
a template for texturing. For simple models,
a quick screen capture <Print Screen> from
the "UV Texture" viewport in Layout should suffice.
For more complex or organic models where precise
placement of textures is critical, Modeler will
also export a standard .eps file which can be
opened in any resolution using Aura, Photoshop,
or any other good paint program. The .eps export
command is found in Modeler under <File/Export/Export
Encapsulated Postscript
>. Your exported
.eps file should look similar to the picture
below when opened.

Tutorials LightWave 3D Texturing Organic Objects (Raptor Study Uvmap

STEP 1 (Bump Map)

Most of the time creating the
color map before the bump map is the easiest
thing to do. In this case, the basis of the color
mapping is the bump maps. For that reason, creating
the bumps first will serve as a guide for painting
in the color later.

Using the newly created UV template
from the previous step, create a new layer in
your paint program to begin painting the actual
bump map. (You will probably want to key back
the UV layer so that the UV lines don't get confused
with your new bump layer.) A project such as
this can be extremely painstaking, but remember
that you get out what you put in.

TIP: As with the actual
building of your 3D model, pre-planning plays
a key factor in the productivity of the texturing
process. Taking time to gather good reference
material and possibly doing a few sketches
beforehand will not only improve the quality
of your work, but also help ensure that everything
goes smoothly without unexpected "surprises."


When you're finished painting
your bump layer, discard the "UV guide" layer
so you're left with only the painted bump map
and save it to one of the supported image file
types used by LightWave®. Your result should
look similar to the image below. (Image below
is cropped to show head detail)

Tutorials LightWave 3D Texturing Organic Objects (Raptor Study Bumpmp1

STEP 2 (Color Map)

Using your newly created bump
map as a template, create a new layer in your
paint program directly underneath the bump layer.
(That way the "bump guidelines" are still visable
when painting the color on the underlying layer.) Next,
simply paint in your color scheme in sort of
a "paint-by-number" manner. The result (with
the bump guidelines still active) should appear
like the image below.

Tutorials LightWave 3D Texturing Organic Objects (Raptor Study Clr1

When you're finished painting
your color layer, discard the "bump guide" layer
so your left with only the painted color map.
(see image below)

Tutorials LightWave 3D Texturing Organic Objects (Raptor Study Colormp

Sometimes the best reference
material you can find is right under your nose,
or occasionally right above it. The eye color
map below was painted while looking into a mirror
at my own eye as reference.

Tutorials LightWave 3D Texturing Organic Objects (Raptor Study Eye

The image below demonstrates
the effectiveness of each map in the final render.

Tutorials LightWave 3D Texturing Organic Objects (Raptor Study Comp

STEP 3 (Adding Detail
with Layers)


TIP: LightWave® supports
multiple texture layers. Use them.


It's much easier to add/modify
details if they're on separate layers. Added
render time is usually not much of an issue if
you're carefull. In addition to the main bump
map in Step 1, an effective way of adding more
detail is to use additional textures and/or procedural
textures. The first extra texture ("Bumpies.tga" which
comes with LightWave®) was used to vary the
height of the uniform lines in the main bump
map from Step 1 to add detail. The next procedural
layer was used to add even greater surface detail
and to break up the smoothness and effective
shinyness of the rapor's skin surface. The image
below illustrates the three bump layers and procedural
texture settings that are used.

Tutorials LightWave 3D Texturing Organic Objects (Raptor Study Proced
STEP 4 (Final Rendering)

Tutorials LightWave 3D Texturing Organic Objects (Raptor Study Final

Tutorials LightWave 3D Texturing Organic Objects (Raptor Study Rappose


The purpose of this tutorial has been to not
only illustrate how to texture a raptor, but
also to demonstrate how various texture layers
work in relation to each other.

Good luck and happy texturing,

-Rob Pauza
]

http://pt.inbforum.com

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