123 Creating and Using LightWave Surface Presets.. 191 Chapter 10 Using Weight Maps for Texturing.. 196 Using Weight Maps to Control the Input and Placement of Gradients and Textures.. C
Trang 2LightWave 3D
8 Texturing
Leigh van der Byl
Wordware Publishing, Inc.
Trang 3Library of Congress Cataloging-in-Publication Data
Van der Byl, Leigh,
1979-LightWave 3D 8 texturing / by Leigh van der Byl.
p cm.
Includes index.
ISBN 1-55622-285-8 (pbk., companion CD-ROM)
1 Computer animation 2 Computer graphics 3 LightWave 3D I Title.
TR897.7.V36 2004
CIP
© 2004, Wordware Publishing, Inc
All Rights Reserved
2320 Los Rios BoulevardPlano, Texas 75074
No part of this book may be reproduced in any form or by any meanswithout permission in writing from Wordware Publishing, Inc
Printed in the United States of America
Deep Paint 3D is a registered trademark of Right Hemisphere.
Adobe and Photoshop are registered trademarks of Adobe Systems Incorporated in the United States and/or other countries.
All brand names and product names mentioned in this book are trademarks or service marks of their respective nies Any omission or misuse (of any kind) of service marks or trademarks should not be regarded as intent to infringe on the property of others The publisher recognizes and respects all marks used by companies, manufacturers, and develop- ers as a means to distinguish their products.
compa-All inquiries for volume purchases of this book should be addressed to WordwarePublishing, Inc., at the above address Telephone inquiries may be made by calling:
(972) 423-0090
Trang 4This book is dedicated…
To William VaughanWho remains enthusiastic in the face of adversity,
a man who gives so much to the community
for what seems like nothing in return;
To Wes BeckwithWhose support is enough to get any author through
the long and hard process involved in writing;
And lastly, to all artists who like to engage their minds
Trang 5This page intentionally left blank.
Trang 6Acknowledgments xv
Part 1 The Art and Science of Texturing Chapter 1 Observing the World Around Us 3
Looking at the World a Little Differently 3
The Effects of Time and Weather 5
The Effects of Human Interaction 7
Every Surface Tells a Story 8
Gathering References 11
Chapter 2 Lighting Basics 13
Observing Light and Its Effects 13
Basic Light Options in LightWave 14
Distant Lights 14
Spotlights 15
Point Lights 16
Area Lights 16
Linear Lights 17
Creating Basic Lighting Setups 17
The Key Light 18
The Fill Light 18
The Backlight 19
Part 2 The Surface Editor Chapter 3 Introduction to the Surface Editor 23
Opening the Surface Editor 23
Edit Modes 24
Filtering Options 25
Loading, Saving, and Renaming Surfaces 26
The Preview Window 26
Smoothing 28
Double Sided Surfaces 28
The Comment Field 29
Chapter 4 Surface Attributes 30
Color 30
What Is Color? 30
Using Color 31
Ensuring Color Accuracy 32
Trang 7Manipulating Color 33
Hue 34
Saturation 35
Brightness 35
Contrast 36
Diffuse 37
What Is Diffuse? 37
Using Diffuse 38
Luminosity 40
What Is Luminosity? 40
Using Luminosity 40
Using Glow with Luminous Surfaces 42
Specularity 44
What Is Specularity? 44
Using Specularity 45
Tinting Specular Highlights 47
Anisotropic Specularity 48
Glossiness 49
What Is Glossiness? 49
Using Glossiness 50
Reflection 50
What Is Reflection? 50
Creating an Environment for Reflections 51
Using Image World 51
Using Textured Environment 52
Using Reflection 53
Diffuse Value and Reflection 54
Activating Reflections in Your Render Settings 55
Transparency and Refraction 56
What Is Transparency? 56
What Is Refraction? 56
Using Transparency and Refraction 57
Transparency, Reflection, and the Fresnel Effect 58
Color Highlights and Color Filter 59
Ray Trace Transparency 60
Ray Trace Refraction 60
Translucency 60
What Is Translucency? 60
Using Translucency 61
Subsurface Scattering in Translucent Surfaces 62
Bump Mapping 63
What Is Bump Mapping? 63
Using Bump Mapping 65
Bump Mapping vs Displacement 67
Contents · · · ·
vi
Trang 8Chapter 5 Advanced Options in the Surface Editor 69
The Advanced Tab 69
Alpha Channel Options for Surfaces 69
Unaffected by Surface 70
Constant Value 70
Surface Opacity 71
Shadow Density 71
Special Buffers 72
Corona 74
Full Precision Blur 75
Render Buffer Export 76
Soften Reflections 77
Glow 78
Render Outlines 78
Applying Vertex Color Maps 79
Color Highlights 79
Color Filter 79
Additive Transparency 79
Diffuse Sharpness 80
The Environment Tab 80
Setting Up Environments 80
Reflection and Refraction Options 81
Choosing Reflection Settings 81
Choosing Refraction Settings 82
Reflection and Refraction Blurring 84
Shaders 84
Built-in LightWave Shaders 85
BRDF (Bidirectional Reflectance Distribution Function) 86
Edge Transparency 89
Surface Baker 90
Fast Fresnel and Real Fresnel 94
Halftone 96
Interference 97
Super Cel Shader 99
Thin Film 103
Z Shader 104
Surface Mixer 104
gMIL Occlusion 105
Third-Party Shaders 107
Worley Labs’ G2 107
The Difference between Shading and Texturing 115
Mapping 115
Shading 116
Texturing 117
· · · · Contents
Trang 9Part 3
Creating Textures
Chapter 6 The Preset Shelf 123
Creating and Using LightWave Surface Presets 123
Adding to the Surface Presets 124
Assigning Surface Presets 124
Organizing and Maintaining Your Presets 125
Creating New Preset Libraries 126
Chapter 7 Vertex Color Maps 128
What Are Vertex Color Maps? 128
Creating Vertex Color Maps 129
The Airbrush Tool 130
Vertex Paint 131
Applying Vertex Color Maps 134
Chapter 8 Procedural Textures 135
Using Procedural Textures 135
Seeing Procedural Textures in Your Viewports 136
Texture Color and Texture Value 139
Texture Scale 139
Using Procedural Textures Creatively 140
Using LightWave’s Built-in Procedural Textures 141
Brick 142
Bump Array 143
Checkerboard 144
Crumple 145
Crust 147
Dots 148
Fractal Noise 149
Grid 151
Honeycomb 152
Marble 153
Ripples and Ripples 2 155
Smoky 1, Smoky 2, and Smoky 3 156
Turbulence 158
Underwater 159
Value 160
Veins 160
Wood 162
Additional LightWave Procedural Textures 163
Coriolis 165
Cyclone 167
Dented 168
FBM and FBM Noise 169
Hetero Terrain 170
Contents · · · ·
viii
Trang 10Hybrid Multi-Fractal 170
Multi-Fractal 171
Puffy Clouds 171
Ridged Multi-Fractal 171
Turbulent Noise 171
Chapter 9 Gradients 172
Introduction to Using Gradients 172
Input Parameters 173
Previous Layer 173
Bump 174
Slope 174
Incidence Angle 175
Light Incidence 175
Distance to Camera 176
Distance to Object 176
X Distance to Object, Y Distance to Object, and Z Distance to Object 176
Distance to Pivot Point 176
X Distance to Pivot Point, Y Distance to Pivot Point, and Z Distance to Pivot Point 176
Weight Map 177
Surface Thickness 177
Working with Keys 177
Creating and Editing Keys 177
Value 178
Alpha 178
Parameter 178
Smoothing 178
Scale and Shift Keys 179
Scale and Shift Values 179
Invert Keys 180
Gradient Tutorials 180
Tutorial 1: Making a Velvet Surface for an Old Hat 180
Tutorial 2: Snowy Mountain 186
Tutorial 3: Simulating the Fresnel Effect in Glass 191
Chapter 10 Using Weight Maps for Texturing 196
Using Weight Maps to Control the Input and Placement of Gradients and Textures 196
Creating Weight Maps and Weight Map Gradients 198
Weight Map Tutorial: The LightWave Logo 202
Chapter 11 Image Maps 208
Conventions for the Creation of Image Maps 208
Deciding on Image Resolution and Size 208
Using Grayscale Images to Control Attribute Values 211
· · · · Contents
Trang 11Creating Image Maps for Individual Surface Attributes 212
Overview of Creating and Using Image Maps 212
Preparing and Using Photographs for Image Maps 214
Creating Seamless Textures 218
Creating and Using Images with Alpha Channels 219
Only Use RGB and Grayscale Images! 220
Practical Examples for Painting Image Maps 221
Making a Color Map 222
Making a Luminosity Map 231
Making a Diffuse Map 234
Creating Procedural Diffuse Textures 234
Making a Specular Map 235
Making a Glossiness Map 238
Making a Reflection Map 240
Making a Transparency Map 243
Making a Translucency Map 244
Making a Bump Map 246
Good File Habits 250
3D Paint Solutions 251
Right Hemisphere’s Deep Paint 3D® 252
Program Overview 253
Maxon’s BodyPaint 3D 254
Program Overview 255
Chapter 12 The Image Editor 257
Introduction to the Image Editor 257
Loading Images 257
Replacing Images 259
Cloning Images 260
Preview Display Options 260
The Source Tab 261
Image Type 261
Still 261
Sequence 261
Animation 262
Reference 262
Alpha Channel 262
Interlace 263
Sequence Digits 263
Frame Rate 264
First Frame and Last Frame 264
Start Frame 264
In and Out 264
Post Behavior 265
The Editing Tab 265
Brightness 265
Contrast 266
Contents · · · ·
x
Trang 12Hue 266
Saturation 266
Gamma 266
Invert 267
Default 267
The Processing Tab 267
Chapter 13 The Texture Editor 269
Layer Opacity and Blending Modes 269
Using Layer Opacity 270
Understanding and Using Blending Modes 271
Normal 271
Additive 272
Subtractive 273
Difference 274
Multiply 274
Divide 275
Alpha 275
Texture Displacement 277
Other Options in the Texture Editor 277
Invert Layer 278
Texture Axis 279
Reference Object 279
World Coordinates 280
Automatic Sizing 280
Scale 280
Position 281
Rotation 282
Falloff 282
Extra Options When Using Images 285
Width and Height Tile 285
Pixel Blending 286
Texture Antialiasing 287
Strength 287
Texture Amplitude 287
Part 4 Texture Projections and Mapping Chapter 14 Standard Projection Techniques 291
Introduction to Standard Projections 291
Planar Projection 292
Using Planar Projections 292
Applying an Image Using Planar Projection 293
Planar Stretching/Dragging 294
Blending Planar Projections 296
Blending with Falloff 296
· · · · Contents
Trang 13Blending with Gradients 298
Blending with Alpha Channels 302
Cylindrical Projection 302
Using Cylindrical Projections 302
Applying an Image with Cylindrical Projection 303
“Capping” Cylindrical Objects 303
Ensuring Seamless Mapping 304
Using Adobe Photoshop’s Offset Filter to Hide Seams 305
Using the Width Wrap Amount Option 306
Cylindrical Projection Tutorial: Applying a Label to a Soda Can 307 Spherical Projection 310
Using Spherical Projections 310
Applying an Image with Spherical Projection 311
Ensuring Seamless Mapping 312
Using Adobe Photoshop’s Polar Coordinates Filter to Check Seams 312
Spherical Mapping Tutorial: Applying a Texture to a Planet 313
Cubic Projection 318
Using Cubic Projections 318
Chapter 15 UV Mapping and Editing 319
Preparing your Model and Creating UV Maps 319
Introduction to UV Mapping 319
Planning Your UV Maps 320
Tips for Better UV Maps 322
To Freeze, Or Not to Freeze? 322
Multiple UV Maps in a Single Surface 322
Initial Placement of Seams 323
Using Parts 324
The Problem with UVs and Subdivision Patches (sub-ds) 324
Don’t Panic! 325
Planar UV Maps 326
Using Planar Maps 326
Planar UV Map Tutorial: Unwrapping a Sword 328
Cylindrical and Spherical UV Maps 331
Using Cylindrical and Spherical UV Maps 331
Placing the Initial Seam 332
Cylindrical Map Tutorial: Unwrapping a Human Head 333
Atlas UV Maps 343
Using Atlas Maps 343
Making an Atlas UV Map 345
Atlas UV Map Tutorial: Unwrapping a Small Building 346
Chapter 16 Map Transformation and Editing Tools 359
UV Map Editing Tools 359
General Commands 360
Set Map Value 360
Contents · · · ·
xii
Trang 14Copy Vertex Map 360
Delete Vertex Map 361
Rename Vertex Map 361
Clear Map 361
Cull Map 361
Normalize Map 362
Using the UV Mapping Tools 362
New UV Map 362
Make UVs 363
Flip UVs 363
Transform UV 364
Poly Map 364
Point Maps 364
Set UV Value 365
Polygon Normal UVs 365
UV Spider 365
Guess Viewport UV Image 368
Texture Guide 368
Tips for Editing UV Maps Successfully 370
The Necessity for Editing UV Maps 370
Understanding Discontinuous UV Maps 371
Using the Unweld Command 373
The Annoying Subdivision Distortion Problem 373
Eliminating Stretching 374
Combining Different UV Maps 378
Patience 379
Part 5 Animating Textures Chapter 17 Enveloping Basics 383
Animatable Surface Parameters in LightWave 384
Part 6 Effects Processing Chapter 18 Image Filters in LightWave 389
How Image Filters Work 390
Using Image Filters to Enhance Surfaces 390
Bloom 390
Corona 392
Soften Reflections 396
Chapter 19 Creating Hair and Fur with Worley Labs’ Sasquatch 398
Adding the Plug-in to Your Scene 399
Sasquatch Features at a Glance 399
· · · · Contents
Trang 15Part 7
Quick Tutorials
Chapter 20 Metal Surfaces 405
Metal Tutorial 1: Car Paint and Chrome Shading 405
Metal Tutorial 2: Desert Eagle Pistol 411
Metal Tutorial 3: Rusty Metal Textures 424
Summary of Tips for Creating Metal Surfaces 431
Chapter 21 Wood Surfaces 432
Wood Tutorial 1: A Guitar 432
Wood Tutorial 2: An Old Crate 439
Summary of Tips for Creating Wooden Surfaces 443
Chapter 22 Organic Surfaces 444
Organic Tutorial 1: An Eyeball 445
Organic Tutorial 2: A Human Face 448
Summary of Tips for Creating Organic Surfaces 462
Appendix A Commonly Used Words, Terms, and Phrases 463
Appendix B A Guide to Image Formats 465
Appendix C Refraction Index Chart 470
Appendix D Web Links 473
Index 475
Contents · · · ·
xiv
Trang 16so cool, and to the very talented staff and students at the Universal puter Arts Academy in Cape Town.
Com-To all my friends around the world: Leonard Teo, Tito A Belgrave, AliTezel, Mark Snoswell, and the rest of the fantastic team at CG Talk, withoutwhom I would still be stuck in a dead-end studio
To Yves Adam and Ian Joyner, for the constant virtual company, theoverwhelming support, and all the laughs And to Phil Lunt for that “secretsmiley.”
Big, big, big thanks to William Vaughan, Deuce Bennet, and NickBoughen for all the help they have given me with this book, and for theexceptional expertise that they have consistently shared Without William,this book would never have happened, and I would still be slaving away in acrummy studio where I was really unhappy
Also to Andreas Maanika, David Maas, Amaan Akram, Robert Padbury,Thomas Pottie, and the international LightWave community, as well as allthe other cool people on the CG Talk forums, for daily inspiration and sup-port You guys know who you are
To Mr Steve Worley and Steve Hurley at Worley Laboratories, as well
as to Mary Alice Krayecki and the team at Right Hemisphere, and BjornMarl at Maxon for the very cool software!
And, of course, to all the great people at Wordware Publishing, cially Wes Beckwith, who have made the process of writing this book soeasy and so much fun
espe-This book was largely written while under the influence of the expanding aural landscapes of the highly inspirational music genius PeterGabriel Add to that a healthy dose of Howard Shore, Hans Zimmer, DeadCan Dance, Massive Attack, Morcheeba, Chemical Brothers, Verdi, Puccini,Mozart, Bizet, Haydn, Deep Forest, loads of traditional and crossover Ara-bian, Indian, and African music, and admittedly, a lot of trashy ’80s pop andmetal, as well as cheesy musicals Without music, I would have no inspira-tion to create
Trang 17mind-This page intentionally left blank.
Trang 18Part 1
The Art and Science of Texturing
Trang 19This page intentionally left blank.
Trang 20Chapter 1
Observing the World Around Us
Looking at the World a Little Differently
Before we begin to explore all the theory and techniques that are involved
in the process of texturing, it is vital to observe the world around you insuch a way as to enable you to understand exactly what you need to createwithin the computer-generated environment in which you work Merelyobserving the world on a superficial level is not sufficient Take a lookaround you What do you see? Naturally, you see the world that you havebeen looking at every single day of your life
Now take another look around you This time, concentrate on every ferent surface that you see and describe to yourself exactly what the surfacelooks like When you begin to describe what you see, you will realize thatevery surface is comprised of many different qualities
dif-Concentrate on one particular surface What colors are in the surface?Are there any scratches, fingerprints, or other blemishes or imperfections
in it? Is it reflective? Does any light penetrate the surface? Answering tions such as these will help you to understand exactly what you need toknow in order to recreate a surface such as the one that you are examining.Look at the photo of a dusty electric guitar in Figure 1-1 on the follow-ing page The fingerprints in the dust tell us that someone (me!) has
ques-recently touched it However, the heavy layer of dust tells us that the guitarhas probably been sitting unused for some time (I just don’t have all thatmuch time to practice anymore.)
Touch the surface Is it hot or is it cold? Smooth or rough? The actualtactile quality of the surface is very important To make a texture believable,you have to be able to convey to viewers exactly what the surface wouldfeel like if they were to reach out and touch it The art of creating textures is
so much more than just defining the colors of surfaces; it is about creatingthe quality and tangibility of them too
Trang 21To become a texturing artist,one needs to observe and experi-ence the world in this manner Make
a habit of noticing all the tiny details
in everything, and how they alterthe way in which you perceive theactual surfaces These are thedetails that you have to create inorder to make interesting andbelievable textures
As crazy as it sounds, I oftenfind myself looking around andnoticing, and subsequently admir-ing, one particular aspect of a surface I may be sitting in traffic, carefully
studying the specular properties of the back of a garbage truck, or sitting in
a movie theater, closely examining the unusual and fascinating falloff of light
on the plush cushioning of theater seating In Figure 1-2 we can see a nice
example of the lovely way in which light falls onto velvet This broad falloff
is very different from the falloff of light from plastic or metal
Developing a keen, perhapsalmost rabid, fascination with suchdetail is the key to becoming a greattexturing artist, as it equips youwith an excellent understanding ofhow things look in the real world
The next time you see an oldmetal water tank with amazing rustystreaks all the way down the sides,don’t be too embarassed to run fran-tically up to it, practically foaming atthe mouth, so you can have a closerlook at those incredible orange dripsand smudges that form after years
of sun and storms Touch it, study it, even smell it! Explore every inch of
the surface so that you can see exactly what colors and details are in the
rust, thereby forming an excellent mental reference for any instance in the
future in which you may have to create a rust texture
Just ignore the people who are staring at you as if you are some kind of
weirdo
Figure 1-3 shows some rust that has been building up on the lower tray
of the little portable barbeque that lives out on my third-story balcony
Notice all the different tones within the rust (it is not a single color), and
notice also how the rust has formed in the bottom of the tray, where water
gathers, and not on the sides of it
Trang 22I cannot emphasize enough theimportance of this kind of attitude.You have to become excited aboutthe way things look That way, youwill find the process of recreatingthem exciting and enjoyable too.
By the time you have finishedreading this book, you will be wellversed in the knowledge of all thedifferent attributes and qualities ofwhich surfaces in this world arecomprised Once you are armedwith all that knowledge, identifyingand examining these properties will be very easy for you to do, and willgreatly aid you in the process of observing things in a manner benefitingyour texturing skills
The Effects of Time and Weather
It is safe to say that nothing in this world remains untouched by time orweather One of the biggest mistakes made by texturing artists is overlook-ing, and consequently excluding, the effects that the world, as well as justthe mere existence of the object in question within the dimension of time,has on any surface All too often we see things created in 3D that are justtoo clean I am not suggesting that everything needs to look completelywrecked and ancient, but it is important to show some weathering in yourtextures, however subtle
When texturing things that generally remain outdoors, as opposed tothings that are usually sheltered, you have to consider how the weather willhave affected it over time A house in a nice, quiet, sunny suburb is going toshow some form of aging and damage, no matter how often the lovinghomeowner sprays the structure down with the garden hose The sun, rain,and wind affect everything they touch to some degree, regardless ofwhether these things are manmade or natural
The two most damaging aspects of weather are the sun and wind Raindoes have a considerable impact on things, but since there are no places onearth where it rains every single day, its effect is not as consistently damag-ing as the other two, but rather plays a slightly different role, which wediscuss in a moment
Take a walk outside, and notice the way in which the weather hasaffected everything
The sun dries things out, causing colors to fade and substances likepaint or mud to become brittle and crack (see Figure 1-4, which is a photo of
· · · · Observing the World Around Us
The Art and Science of Texturing
Figure 1-3
Trang 23my balcony wall at home), while the wind
blows minute particles of sand and other
debris around, gradually causing minute
ero-sion on everything
The wind can also create very tiny subtle
details, such as grains of sand in paint and
var-nish that may have become stuck in the
coating while it was drying The wind also,
obviously, carries dust and other dirt around,
causing it to become lodged in cracks,
scratches, joins, and any other abrasions or
irregularities on surfaces Another detail to
note is that if the wind has been blowing in
only one direction, the dust will all lie on the
same side of things too
The effects of rain can
have quite an impact on the
appearance of things Apart
from the obvious examples
such as streaking paint and
dirt, it also causes streaks of
rust to form over time, as
shown in Figure 1-5
Areas that experience a
fair amount of rain will
gen-erally produce foliage that is
far more lush and green than
areas that do not It is
essen-tially, and in most cases, not
so much a damaging effect but a nourishing one
Of course it can also be a destructive force, as in the examples of
cyclones and other tropical storms, but since water is, for the most part, one
of the main sources of life on this planet, its effect is usually a more
appeal-ing and welcome one Areas that have a lot of moisture present, and
especially if they also have less intrusion from the sun, tend to allow the
growth of molds, moss, and lichens, which are subtle yet interesting and
important details that convey to the viewer what the environment feels like
Notice the manner in which all these weather elements affect different
substances in different ways Bricks weather in a different fashion than
wood Depending on their construction or the substance from which they
are made, some surfaces are able to withstand these effects better than
oth-ers For instance, car paint is covered in a special lacquer that protects it
from the sun and prevents things from sticking to it, whereas a metal
mail-box will rust and gather dirt, even if the two are positioned right alongside
Trang 24one another in a scene It is essential that you do not weather everything inone scene equally, but rather treat each individual surface in the uniquemanner that suits it.
The effect of time is easy to observe The longer something exists inthis world, the more wear and tear it will have An old building is not going
to look as clean and perfect as a newly built one Even if an old building isstill in good condition, structurally speaking, its walls and windows aregoing to show some form of aging These marks could come not only fromthe weather but also from interaction with people
The Effects of Human Interaction
Humans have a remarkable effect on their surroundings Every single day ofour lives, we go about from place to place, leaving our mark on everythingthat we touch This goes beyond just mere fingerprints and footprints Theway in which we handle items that we use determines, to a large degree,the manner in which they gather dust and grime and develop telltale signs
of wear and tear
Take, for instance, the example of a light switch Sure, after many years
of use, the entire switch and mounting will become somewhat grubby andworn, but if you were to examine it very closely, you would notice areaswhere the plastic has become worn in a more specific manner You do noteven have to actually examine a light switch to know that the actual switchpart will have developed streaks from fingers being dragged over it everytime a person has used it These streaks become so worn into the plasticthat eventually it becomes impossible to completely remove every trace ofthem It is almost as if they become a part of the plastic itself Even if theactual streaks are not brown and dirty, there is still a trace of them that can-not be erased
This sort of specific, localizedmark is a typical example of humaninteraction and how we affect thesurfaces of the items around us.Let us consider another exam-ple: your computer mouse Nomatter how much you clean yourmouse, you will never completelyremove the marks that you leave onthe buttons As I mentioned before,these marks do not have to be literalstreaks of grime No matter howfaint the marks are, they are there
to stay The same goes for your
· · · · Observing the World Around Us
The Art and Science of Texturing
Figure 1-6
Trang 25computer keyboard Eventually, the buttons are going to develop a slightly
worn appearance
When texturing anything, you have to consider what manner of human
interaction affects the object Consider not only the actual manner of
inter-action, but also the frequency and purpose of such use
Every Surface Tells a Story
Now that we have discussed the effects of time, weather, and human
inter-action on the surfaces of all items that we find in the world around us, we
can begin to put all of these surface effects together and start adding further
unique details to each texture to create, for the viewers, a sense of history
for the surface that you are making This makes the textures not only far
more interesting to look at but also much more believable The key to
believability lies in convincing the viewer that the object has some sort of
purpose and conveying the manner of that purpose by creating subtle details
on its surface that give an indication as to what function the item may have
Creating a texture for something is so much more than just defining the
colors, light reflection and absorbance properties, and other properties of an
object or character It is about creating a sense of identity for it and giving
the viewers an idea of where this item or character has been and what it has
been doing
For example, if you were making textures for a soldier or warrior type
character, you would add things like small scars and such, because a
charac-ter that has been involved in fighting or aggressive training would most
definitely acquire a few marks on his body along the way His clothing and
weapons would also show battle scars of some sort, perhaps scrapes from
shrapnel or even actual rips, tears, or gouges from hand-to-hand combat
However, it would be easy to get a bit carried away with all this and just end
up adding loads of details that just result in a really disheveled and
messed-up looking individual Sure, a soldier who has just been fighting is
going to look a bit messed up, but the kinds of details that tell a story are the
very specific, unique little ones Perhaps, if the warrior is wearing armor,
there might be one deep gouge in the metal that has tiny flecks of copper in
it A tiny, almost indiscernible detail such as this would indicate that the
weapon that had caused that particular cut in the armor was made of copper
If his armor has been pierced, then perhaps it would be a nice idea to add
tiny shards of wood around the puncture to indicate that the damage had
been caused by a wooden arrow or bolt Details like these add a certain
ele-ment of richness to the character, and to the world that you have created for
him, by creating a sense of where he has been and what he has encountered
Let’s take another example: an old softcover book If you were to create
textures for an old book with a soft cover that has been read many times,
what sorts of details could you add to it that could make it look unique?
Chapter 1 · · · ·
Part 1
8