When I start my new Photoshop file, I create all the layer sets I am going to need, for example, color layers, bump layers, reflection layers, etc.. The Image EditorIntroduction to the I
Trang 1eyelids appear wet, to make a cut in his forehead appear to be oozing freshblood, and to coat his lips with spittle issued forth from his war lust.
The reason you can’t create wet areas with a specular map and an all Glossiness value in the Surface Editor alone is because in order to makethings look wet, you need to have similar values (usually with approximately10% to 5% difference) of the two surface attributes, generally at rather highpercentages, such as 80% Glossiness and 100% Specularity However, oncethe gloss values begin to exceed the specular values, even when thespecularity is from a texture, the entire surface begins to look wet So if Iwere to apply my specular map and then simply push the Glossiness value
over-up, the entire surface would begin to look wet Instead, I create a gloss mapwith very light areas in the areas that I want to appear wet, while leavingthe rest of the map on a suitable overall value for the rest of the surface.Make sense?
Remember, the function of Glossiness is essentially to “tighten” thespecular highlights High values of both Specularity and Glossiness produce
a plastic look with small, tight highlights, while lower levels of Glossiness
produce broader, softer highlights So the function of the glossiness map is simply to tighten certain areas of shininess created by the specular map,
instead of tightening the highlights of the entire surface equally
So let’s first take a look at the specular map for the orc’s head As youcan see in Figure 11-69, there are many variations on this particular map,especially since not only is he sweating, but he also has some war paint onhis face that has a different specular quality than the skin I also used thesame guidelines I would use for painting a specular map for a human head,making areas like the forehead, nose, and the area directly beneath his eyesshinier than the other parts of his face
Note that I have made the areas that I want to have wet looking verybright in the specular map, since it requires a high value of both specularityand glossiness to create an ideal wet look
Trang 2Now let’s take a look at the glossiness map as shown in Figure 11-70 I
basically copied all the layers from the specular map into my glossiness
layer set and played around with all their values, deleting some of the layers
that I didn’t need
Notice how I’ve increased the gloss values on all the areas where I want
tighter highlights The forehead has higher values so that it will appear
slightly sweaty Notice the lines running down the forehead to create
rivu-lets of sweat Also note how areas like the cut and his lips have very high
values to create that very wet look You’ll also see that the area of war paint
has a very low level of glossiness because I wanted the paint to remain fairly
dry looking I have also created very bright spots at all the “exit” points of
his facial piercings to create that icky, seeping liquid look around them The
bright areas beneath his nose create a look on his skin as if his nose has
been dripping down onto his upper lip
Figure 11-71 shows how the head
would look if this map was not applied to it,
and a simple Glossiness value was
assigned to it in the Surface Editor Not
very nice at all
This very clearly demonstrates how
the glossiness map “tightened” up the
specularity of the surface, because without
it the shiny areas created by the specular
map simply become blown out and white
Making a Reflection Map
Reflection maps are one of my favorite types of maps to paint Using them
carefully can actually help to create far more realistic highlights on your
sur-face when placed in nice environments (especially HDR image-based
environments that project a lot of color onto your models, particularly when
used in conjunction with radiosity) with good lighting rather than using
reg-ular specreg-ular maps
When creating reflection maps for things like skin or wood, I often find
that a really quick way of making them is simply to take your specular maps
and darken them a lot, and use those as reflection textures This is because
substances like these are not mirror-like by any stretch of the imagination,
so they require very low levels of reflection
But for the purposes of this example we are looking at something that
is very reflective: metal We all know that metal can be highly reflective
The key to making realistic metal lies in creating good reflection maps for it
and placing the objects into environments that give the metal a lot to reflect
in its surface The trick is to avoid overdoing it — when we all started
learn-ing 3D, we loved maklearn-ing perfectly reflective chrome objects, didn’t we?
Figure 11-71
Trang 3Objects that have too much reflection are one of the telltale signs of a ner artist We need to learn to control those urges to make everythingchromey, and begin to concentrate on more realistic looks for our metal.
begin-Of course, there are some occasionswhen you can get away with reallyover-the-top chrome-looking metal, espe-cially for fantasy swords and armor orreally slick cars Figure 11-72 shows apiece of armor that I created for an elfcharacter last year
Okay, so I made it really chrome-likeand probably far too reflective to be realis-tic, but hey that’s fantasy for you (well,that’s the excuse I use)
But what happens when this metal begins to rust or it has beenexposed to extreme weather conditions for a few years? This is when a goodreflective map becomes very important, since unrusted metal has very dif-ferent reflective properties than rusted metal, which is very dull andgenerally very dry looking
So I start off my reflection map with a fairly light shade of gray, and addsome noise to it simply so that the reflections in the reflection bits will havesome noise in them I use Photoshop’s noise filter for this, since it’s the eas-iest and quickest way of adding noise
I then create a new layer on top of this layer, and with a low opacitybrush I paint darker, scratchy areas where the armor has been damaged
Now I add a new layer with additional darker areas in it for where thelittle leather straps that hold the rings in place are (the little rings that con-nect each piece of armor) I figure that all the rubbing from that leather overthe years would probably wear those areas quite a lot This area is alsolikely to build up some dirt from the leather, which would also lessen thereflectivity in those areas
Figure 11-72
Figure 11-73 Figure 11-74
Trang 4The next layer is one that I often makewhen creating metal textures — a brusheddetail Many metals have brush marks inthem from machining, resulting in what isusually called a brushed steel look Ofcourse I am using artistic license here,because a piece of ancient armor would nothave been machined, so for this particularpiece of armor I will put the brushed layer
on a very low opacity
Creating the brushed look is simple
All you do is create a new gray layer, thenadd some monochrome noise with a fairlyhigh contrast Once you have a contrastedblack and white noise, simply add somehorizontal motion blur to it using a fairlylong distance Easy! You’ll get somethingthat looks like Figure 11-76
So I make a layer like this, and thentake the layer’s opacity down a lot Why do
I bother doing it when it’s barely visible inthe texture? Because it makes me feelbetter and it does actually make a bit of adifference
Now it’s time to add the rust to the reflection map Obviously, rust is
matte and powdery, so we don’t want it to reflect at all in the render I have
already created my color textures for this particular model, and because I
am very careful always to keep everything on its own layer, I have all the
different rust details on their own layers So all I have to do is copy these
layers into my reflection layer set, desaturate them, and darken them to
black
Figure 11-75
Figure 11-76
Figure 11-77 Figure 11-78
Trang 5Everything seems to be as it should Iapply the texture to my model as a reflec-tion map, and render it in a scene with anHDR image in Image World to create anenvironment for it to reflect I now have theimage shown in Figure 11-79.
The rusty areas look nice and dry andpowdery, while the non-rusty areas remainrelatively shiny and reflective Perfect!
Making a Transparency Map
First of all, I think it is worth mentioning that transparency maps are not for
making objects vanish out of your scene Transparency is not the same asinvisibility Are glass objects in the real world invisible? No, they aren’t.They are transparent So there is no point in using transparency maps if youare trying to fade objects in and out of your scene or anything like that Ifyou need to do that, use a Clip Map in your Object Properties panel inLayout
Transparency is for transparent surfaces, of course, such as glass, tic, and liquids As we have seen previously in this book, setting uptransparency usually requires the use of gradients or Fresnel shaders forrealism, so why map it with a texture? You would use a transparency texturewhen you are making a glass or plastic object dirty or adding a decal to atransparent object (without actually modeling that decal and applying a sepa-rate surface to it, of course)
plas-NOTE: Liquids wouldn’t ordinarily require that textures be applied
to them since they move around, which makes image-based textures a little tricky and cumbersome If you need to add murkiness or any other kind of transparency variation to liquid, try using procedural textures instead.
Remember the dirty window from the luminosity texture example? Let’s goback to that and have a look at making some transparency textures for theglass
Making the transparency map for the glass will be very easy because Ialready created those nice textures for it in the luminosity section All Ineed to do is alter them a little for the
transparency texture Figure 11-80shows the color map for the glass,which is simply a copy of the luminos-ity texture that I then saturated withcolor
Figure 11-79
Figure 11-80
Trang 6This is pretty much the same kind of thing that I need to create the
transparency map, because the streaks will have lower transparency than
the clean glass, which needs to be 100% transparent
So all I do is take the dirty, streaky layers and simply alter their
blend-ing so that I have some nice variations of gray This is because I don’t want
the glass to just be 100% transparent
where it is clean and 0% transparent
(opaque) where there is dirt I want
variations so that there are different
levels of transparency because it is
more interesting to have variations
Looking at this texture we can
see that the clean areas will be
per-fectly transparent, while the streaky
bits and the grime along the bottom of
the panes will create different levels
of transparency
When I apply this to the model
and render, I get the image in Figure
11-82
You’ll notice that I don’t have
refraction on in these renders Sorry
about that, but it was simply taking far
too long to render them with
refraction!
And that’s it for transparency maps
Making a Translucency Map
Moving onto translucency now, we find yet another of those surface
proper-ties that doesn’t always necessarily require mapping Generally, you only
really need to create translucency maps for organic surfaces, as substances
like fabric or translucent liquids can get away with a simple shading value of
the attribute
For this example we are looking at a heart model I want to make a
translucency texture with veins in it, so that when I place a light inside the
heart and switch off all other lighting in the scene, I get a cool-looking effect
with all the veins showing
I create a square texture in Photoshop, and apply a base layer of light
gray This will provide a fairly high initial translucency value for the flesh of
the heart model
Figure 11-81
Figure 11-82
Trang 7On top of this I create a new layer anddraw some fairly bold, thick veins in darkgray.
These darker veins now decrease thetranslucency of the model, so that light willnot pass through them as much as it passesthrough the light areas However, simplyhaving thick bold veins on a plain gray base
is boring, so I take my Dodge tool and, with
a soft edge, I build up nice light patchesaround the veins These brighter areas willnow appear even more translucent whenapplied to the model
Now to add some more veins ously, I want a nice variety of veins for myheart, so I create another layer and paint abunch of medium thickness veins in aslightly lighter gray than the thick veins Icreated previously
Obvi-And now for the final bunch of veins —nice little thin ones running along the sur-face I create two different layers, eachcontaining small veins of different thick-ness The really thin ones I make a ratherlight shade of gray, so that they will be a lotmore translucent than the thicker veins
Now it’s time to apply the texture to the model I go into Layout, loadthe model, and apply the texture to the heart I then create a point lightinside the model so that we get the translucent effect correctly
Next, I select the default light in the scene and open its Propertiespanel I switch off Affect Diffuse but leave the Affect Specular option on.This is so that this light will not actually affect the surface in the normal way
Figure 11-83
Figure 11-84
Figure 11-85 Figure 11-86
Trang 8of affecting its diffuse properties, but will
allow specularity to show on the surface
So basically it won’t actually light the
sur-face as such, but instead will create some
specular highlights on the surface
Figure 11-87 shows the rendered
heart Note that the only textures applied
to this model are the translucency map and
the bump map There is no color map
applied at all — all the vein details come
purely from the translucency map, where
the light is able to pass through the lighter
areas and the darker veins block it to
vary-ing degrees
Pretty cool, huh? I’ve used this same
technique on things like dinosaur and
dragon wings in the past, so that when they
fly in front of the sun (or any other light
source for that matter), you can see all the
veins
Creating a translucency map for a
char-acter’s head where the ears are a light
shade of gray is another popular use of
translucency mapping, because it creates
that glowing ear look when your character
is lit from behind, as seen in Figure 11-88
Making a Bump Map
Finally we get to bump maps Bump maps are probably one of the first types
of textures that most people make when they begin to experiment with
tex-turing their models, and a lot of people actually like to start off their entire
texturing process by creating them
Oddly enough, though, many people struggle with them The first law
of bump mapping (as mentioned at the end of Chapter 4) is that a bump map
should never be used to compensate for a lack of geometry It should only be
used for minor topographical details such as scratches, small dents, minor
irregularities, cellular grain, machining, light wrinkles, blemishes (on skin),
and anything else that can be successfully cheated as an illusion on the
surface
Figure 11-87
Figure 11-88
Trang 9Let’s look at a bump map for a face.
The bump map in Figure 11-89 is that
of a character who was middle aged andtherefore had a lot of lines in his face
Let’s look at each of the elements inthis bump map, beginning with the basicfacial features — the mouth and eyes Istart off by taking the base color layer that Icreated (the same way that I created thatinitial color base layer in the color mapexample at the beginning of this chapter)
Desaturating that layer gives me a base forthe bump map that has some minor details in it, so it is not a plain graylayer You can even add a little bit of noise into it to make it slightly rough.Now on to the mouth Take a look at your lips and you’ll notice that theyare pretty bumpy and have little sharp lines in them Your bump map needs
to include these lines What sometimes works quite well is to take a photo
of your lips and use that as a guideline for painting them You can actuallyincorporate it into your texture (if you can get the lighting in the photo suit-able enough) or simply use it as a guideline to paint over Not only do yourlips have these delicate little grooves, but
they also have a larger unevenness tothem So first you would paint the little finelines, and then paint a slightly blotchy layer
to give them a bit of lumpiness
Moving to the eyes now, I paint somebasic crow’s-feet wrinkles coming out fromthe outer corners of each eye Most peopleover the age of 15 have begun to developthese fine wrinkles
The trick with bump mapping is ing sure that your details are fine enough
mak-This means that bump maps should ideally be created in large files sion wise), so that a one-pixel brush creates a very fine line This is to avoidhaving big ugly thick wrinkles where there should be fine wrinkles, forexample
(dimen-The other trick to bump mapping lies in the way that each layer youcreate blends with the layers beneath it While you may initially paint yourwrinkles as plain thin lines, leaving them like that will create an effect like acut, such as you would get if you were to etch in wet clay with a fine piece ofwire Figure 11-91 shows some wrinkles that look fine, shape-wise, but willmake the skin look hard if applied as they are
Figure 11-89
Figure 11-90
Trang 10The trick is to go in and gradually work around these wrinkles so that
the skin dips into the wrinkles and rises between them to create a fleshier
look, as shown in Figure 11-92
As always, it is absolutely essential that you use soft-edged brushes so
that the effect isn’t blotchy It also helps to keep the brush on a relatively
low intensity so that you can gradually build up these tonal changes As I
have said before, it is about subtlety and delicacy Approaching your painting
in this manner is crucial to intuitively building up lovely textures
As you can see in Figure 11-93, I did the forehead wrinkles in this
man-ner so that they would appear softer on the skin
Next up I continue working wrinkles into the face These wrinkles are
really roughly painted initially — I create rough crisscrossing lines and then
go into the area and work the area around the wrinkles as I showed above
The veins are next I create these with a low opacity white brush, and
then once I have painted the actual shapes, I use a soft-edged eraser and
erase the starting and ending points of the veins so they gradually fade in
and out of the rest of the map
Bump maps are very intuitive to create because they are easy to
visual-ize Unlike specular or reflection maps, you can look at a bump map and
instantly visualize exactly what effect it is going to have on the surface With
Figure 11-91 Figure 11-92
Figure 11-93 Figure 11-94
Trang 11textures for specularity, reflection, translucency, etc., you often find thatonce you apply it, it was brighter than you thought it would be and has cre-ated an effect that is too strong, or even the opposite, that the effect is tooweak So you have to lighten or darken or increase the contrast of those tex-tures to tweak them However, with bump mapping, it is much moreintuitive since you are interactively raising or lowering the terrain of yourmodel’s surface with a touch of a brush Looking at a bump map you caninstantly get a feel for how it will affect the model, with all the lighter areasraised and all the darker areas indented into the surface.
You’ll notice that I have also added bright spots onto the bump map —these are for facial blemishes that were in the color map, which I createdfirst Remember, it is very important to ensure that your different surfacetextures match each other and share details that affect each surface prop-erty independently, and in different ways It is no good creating abrasions orother details in your bump map that are not going to show up in the colormap in any way For this reason, a lot of people like to take their bump mapdetails and blend them with their color maps on low opacity Of course, Iwork the other way around generally, like in this example, so I simply copythe blemish layer from my color map into my bump map and desaturate andblend it accordingly
I now do the same with the layer of stubble I created for this character Isimply copy the layer into my bump map,
and increase its brightness until it is white
This will create a nice roughness on thebeard area of his skin when rendered
Finally (and this is the most fun part), Isimply go mad with my Dodge and Burntools
As you can see, I have painted evenmore wrinkles into the skin, very bold thistime I’ve taken my Dodge tool and worked
in between the grooves and wrinkles tosoften it and give it a fleshier look
Figure 11-96 shows this without all theother layers, so that you can more clearlysee what I have done
It looks oddly like Albert Einstein
This process of building up all the wrinklesand grooves in the skin is just great fun,and only took a few minutes Because I wasusing the Dodge and Burn tools, I wasworking directly on the initial base layerthat I created But whenever I do that, Ialways copy the layer so that if I make a
Figure 11-95
Figure 11-96
Trang 12mistake or mess it up really badly, I can always delete it and I’ll still have a
copy of the original unedited one to start with again
Always play it safe like this Texturing often involves a lot of trial and
error, so be sure to keep your important layers safe because believe me, you
will make a massive mess of your textures at some stage
Good File Habits
This section is about files More specifically, the Photoshop files (or
what-ever paint program you are using) and the files that you save your textures
to
There have been many occasions in the past few years when I have had
to fix the texturing on other people’s models and have found myself wanting
to pull my hair out because their files were so disorganized It is extremely
important, especially when working in a studio environment where a lot of
artists are assigned to work on various aspects of the same models, to adopt
a logical file naming structure and a clear way of organizing your texture
files
First, let me show you how I arrange my Photoshop files Whenever I
start working on a new texture, I create layer sets Layer sets in Photoshop
are folders of layers contained within an image As I have mentioned many
times before, it is really important to keep your different details within your
textures on separate layers This is not only to keep things safe (because
carefully erasing a bunch of wrinkles painted directly onto your base skin
layer that didn’t turn out too well is going to take a lot longer than simply
trashing the wrinkle layer and creating a new one), but also because you can
then easily copy those different layers into each of your new texture layers
for the other surface attributes
This means that you generally end up
with a lot of layers in your file, and this can
make navigating the file a bit cumbersome So
I arrange my layers into layer sets When I
start my new Photoshop file, I create all the
layer sets I am going to need, for example,
color layers, bump layers, reflection layers,
etc Input layers such as the imported UV map
and any matte layers on top of the layer sets
The useful thing about layer sets is that
you can switch off all the layers within each by
simply clicking on the eye icon next to the
layer set’s name, instead of having to switch
off the visibility of each layer, which is a pain
Figure 11-97
Trang 13The other important thing with your main texture creation files is ing your layers appropriately The tiny preview next to each layer name isuseless if the details painted on that layer are so small or faint that you can-not see them in the preview So naming your layer appropriately, such as
nam-“wrinkles” or “pimples” or “dragon scales” not only helps to improve yourown efficiency when navigating between layers, but it also helps anyoneelse who may have to use your files
Once you have created all your different textures, save them using cal names It is really frustrating when you are working in a studio and thereare hundreds of models in the project, and someone is using stupid nameslike “color head” when there are 13 characters in the scene Whose head isthe texture for? It would be more appropriate to name it “Franky headcolor” so that anyone looking in the directory would instantly know whichmodel the texture was for I tend to shorten the texture terms to simplethings like “col,” “spec,” “ref,” etc For example, the color texture for aTyrannosaurus rex I am working on is saved as “T-Rex_head_col” and itsspecular map is saved as “T-Rex_head_spec.” This makes things simpler foreveryone, and also makes your workflow more efficient since it saves you(and everyone else) the time of having to constantly search for items thatyou have forgotten the names of because you gave them stupid, non-specificnames
logi-3D Paint Solutions
Of course paint applications like Adobe Photoshop and PAINT are not the only available tools for painting your textures There arealso a couple of 3D painting applications available on the market these days,two of which are Deep Paint 3D (by Right Hemisphere) and BodyPaint 3D(by Maxon, the makers of Cinema 4D) These programs allow you to paintdirectly onto your model in a real-time 3D viewport For people who strug-gle with the sometimes frustrating concept of UV maps (especially whenyou have quite a few of them applied to your model, making it rather com-plex to match up different maps to each other), and also simply for the sheercomfort of it, these 3D painting solutions can make great additions to yourworking toolset
CorelPHOTO-I personally use a combination of 2D and 3D paint programs when ating textures, although I still do the majority of it in 2D (simply because I
cre-am so used to it) But as the quality of 3D painting applications has reallyimproved over the last few years, I’ll probably be using these 3D programs alot more in my workflow
So I thought it worth mentioning two particular applications, Deep Paint3D and BodyPaint 3D, both of which have working demos available fordownload from the developers’ sites
Trang 14I have chosen to mention these two specific programs because both
support LightWave natively This makes it very simple to take your models
into them for painting since you don’t need to export them to another
for-mat, which can sometimes be a bit of an inconvenience as well as an
annoying interruption of your workflow
To give proper coverage and examples of these programs would require
an entire book on its own, so for the purposes of this book we’ll just take a
quick look at each program, and you can make up your own mind as to
whether or not you would like to check them out further
Exactly the same texturing theory principles apply to creating textures
in 2D and 3D environments It is just the workflow that differs Many people
find it more intuitive to paint in 3D simply because it feels more natural than
painting on a flat image that will then wrap around the model
Right Hemisphere’s Deep Paint 3D®
Deep Paint 3D is a program developed by Right Hemisphere for painting
directly onto your models in real-time 3D Basically, you just load your
LightWave models into it, and paint directly on them using a variety of
brushes
The really cool thing about Deep Paint 3D is that it lets you paint onto
your different surface channels independently (color, bump, shine, glow,
opacity), or together, allowing you to set up the appropriate values for each
Figure 11-98: Deep Paint 3D interface
Trang 15beforehand Because of the nature of this painting process, you do not need
to worry too much about seams, because not only are you painting directlyonto all your applied UV maps; you also have a brilliant tool called ProjectionPaint that specifically lets you paint directly onto the seams
NOTE: Right Hemisphere released a stripped-down version of Deep Paint 3D specifically for LightWave users This LightWave edition can be ordered from Right Hemisphere’s web site at
www.righthemisphere.com.
The program is intuitive and relatively easy to use, giving you a variety oftextures or natural media that can be brushed directly or projected onto 3Dmodels and scenes loaded into the program
Program Overview
The environment supports an integrated workflow with 3ds max, Maya,Softimage, and, of course, LightWave, and comes complete with abidirectional interface to Photoshop and supports Wacom tablets (ManyDeep Paint 3D tools respond to changes in pen pressure, angle, direction, orspeed of movement Extra features are provided for Wacom tablets and theIntuos Airbrush and 4D-Mouse)
The program can be used standalone or inconjunction with Deep UV, an application alsodeveloped and released by Right Hemisphere forcreating and editing UV maps
Brush cursors display the true brush shape
in 2D and 3D modes, while the brush stroke view window in the Presets panel displays anexample stroke of the current preset
pre-Deep Paint 3D works with layers, similar tothose found in paint programs like AdobePhotoshop Layers are stacked on top of oneanother, and can be reordered and arranged asdesired
Each layer has its own Opacity slider for controlling itsvisibility, as well as a choice
of a number of differentblending modes for blending
it with underlying layers
Figure 11-99
Figure 11-100 Figure 11-101
Trang 16Presets are combinations of brush and paint settings that can be quickly
changed, created, or edited, and saved for later use
Texture Paint, a preset category, lets you paint with images as brush
tips, much like using custom brushes in Adobe Photoshop
One of the only drawbacks to Deep Paint 3D is that it does not support
LightWave’s subdivision surfaces, so the model appears in the viewport as it
does when your object is in polygon model within Modeler
For more information about Deep Paint 3D, visit Right Hemisphere’s
site at www.righthemisphere.com
Maxon’s BodyPaint 3D
A slightly newer addition to the 3D painting market, Maxon’s BodyPaint 3D
feels very much like a 3D version of Photoshop, since its toolset is very
similar For artists who are familiar with Photoshop, learning BodyPaint will
be a relatively easy task
BodyPaint also has built-in UV tools, which can help to extend your UV
mapping toolset as it offers some tools that LightWave does not, such as a
Relax function
Another handy thing about it is that unlike Deep Paint 3D, it supports
subdivision surfaces so your model appears smooth in the BodyPaint
viewport
Figure 11-102: BodyPaint 3D interface
Trang 17In terms of its features, it offers a very similar package of tools to thatwhich Deep Paint 3D offers Let’s take a brief look at these features.
Program Overview
BodyPaint is powered by a technology called RayBrush, a very powerfulreal-time rendering engine that gives you a superb raytrace quality view ofyour model while painting This means that you can see your specularity,transparency, and reflection maps in real time, which is really convenientsince you don’t have to keep going back and forth between LightWave andBodyPaint to see how these surface attributes look
The Multibrush function allows you to paint directly onto a maximum of
10 textures simultaneously Like Deep Paint 3D, BodyPaint now also has aProjection Paint feature for covering up seams between UV maps and paint-ing distortion-free textures
The program also supports third-party Adobe Photoshop filters forthose of you who like to use them
One of my favorite things about BodyPaint, as mentioned before, it itssimilarity to Photoshop The layers work in the same way, and it even hasDodge, Burn, and Sponge tools just like Photoshop Additionally, if you havebeen working on your textures in Photoshop beforehand, you can importyour entire PSD file into BodyPaint, with all the layers and blending modesintact, and continue working on that file while it is applied to your model inreal time
The brush tools are intuitive to set
up (see Figure 11-103) with lots ofcontrols for defining their appearanceand effect, and the program itself isvery fast and handles large images wellwithout slowing up too much
And if you want to switch to 2Dpainting mode, all you have to do is go
to the Texture tab at the top of theviewport to switch to a 2D imagepainting mode
Figure 11-103
Trang 18The program’s interface is also totally customizable, with docking
win-dows that you can rearrange as you wish
Of course there are loads of other features, but going into them now
will make me sound like an advert for Maxon! I highly recommend checking
this program out, especially if you are comfortable with Photoshop’s
workflow
For more information about BodyPaint 3D, visit Maxon’s site at
www.maxon.net
Figure 11-104
Trang 19The Image Editor
Introduction to the Image Editor
Loading Images
The first and foremost use of the Image Editor, in both Modeler and Layout,
is to load images that you wish to use on your model and within your scene
To load the Image Editor, press Ctrl+F4 or click on the Image Editorbutton, which is found a little way down from your File menu (the top corner
of your toolbar)
NOTE: You can also quickly access the Image Editor by pressing
the Edit Image button displayed below the image thumbnail in the ture Editor when working on surfaces.
Tex-Figure 12-1
Trang 20To load an image, simply
press the Load button, which
will open the Load Images…
window where you locate and
select the images that you
wish to load
LightWave can load a
variety of different image and
animation formats, including
the most popular formats
such as JPEG, TGA, TIFF,
AVI, MOV, etc See Appendix B for a complete list and description of all
for-mats supported by LightWave
There are some image formats, such as PIC (a format used for some
radiance files), that you will not see automatically in the Load Images…
window To make sure that you can see all the images located in a folder, be
sure that you select All Files in
the Files of type box This will
ensure that all files of any type
will show up in the window
Once an image is loaded into the
Image Editor, a little bit of information
about the image and preview of it are
dis-played at the top right of the window
The Type specifies whether the file is
a still image, part of a sequence, or an
ani-mation file Depth indicates what bit depth the image is Most images that
we use are 16- or 24-bit, while images that contain alpha channels are 32-bit
Size simply specifies the actual dimensions of the image in pixels, while
Mem shows the amount of physical memory that the image uses when it is
loaded The amount of memory that your images use in your scene is quite
important, so keep an eye on it Remember that the more memory they use,
the longer your render times will be, so make sure that you do not use up
too much memory on images that may be unnecessarily large or even
totally unnecessary
Below the preview window is a slider that you can use to preview the
file if it is an animation or an image sequence
Once you have loaded your images into your scene or into Modeler, you
can select them from drop-down lists within the Texture Editor and from
any other dialog that has a drop-down list for selecting images, such as your
Compositing and Backdrop options in Layout
Figure 12-2
Figure 12-3
Figure 12-4
Trang 21NOTE: To delete an image from the scene or from Modeler, simply select the image and press Delete You can also right-click on the image and select Delete Keep in mind that if an image is no longer used within a scene or on a model, it will no longer load the next time you open the scene or model.
Replacing Images
Once you have images loaded into your scene or on your object, you sionally need to replace them Why would you need to replace them? Well,when I am working, I am often making changes to the textures at the sametime as I am working on a scene in Layout If I make a change to a texture(in Photoshop) and that texture is currently being used in my scene, then Ineed to reload it into my scene because LightWave does not automaticallydetect that the original image file has been edited when I save the new ver-sion in Photoshop This is an example of when I would use the ReplaceImage option
occa-You can replace your current image with an entirely new one, whichwill then take the place of
the previous one, ever it was used, or youcan use the command toupdate your current imagewith a new version of it
wher-You replace images byselecting them from thelist in the Image Editor andthen clicking the Replacebutton, which opens theReplace Image… windowfrom which to choose the image you want
To replace your image with an entirely different image, simply select itfrom the list on the left-hand side in the Image Editor, press Replace, andthen select a new image to replace the current one
If you wish to simply update your image to a newer version of it(assuming you have saved the newer version by simply overwriting theoriginal), you can simply press Replace and then press Open in the ReplaceImage… window, since the image should automatically be selected herealready
Figure 12-5
Trang 22Cloning Images
Should you wish to make copies of an image sequence within your scene
without actually loading a separate version of the sequence, you can make a
copy of it
You do this with the Clone option When you
press the Clone button, you are presented with two
choices: Instance and Duplicate
Choosing the Instance option creates a copy of
the image that will reflect any changes you make to
the original of the image in the scene
For example, if you make an instance of an image and you then make
any adjustments to that original image, such as a Hue adjustment or a
Brightness adjustment in the Editing tab, those adjustments will also affect
the instance However, you can make adjustments to the instance itself
without affecting the original You can make as many instances of an image
as you like within your scene
A duplicate is a copy that is entirely independent of the original You can
make any changes you wish to both the original and the duplicate without
affecting the other in any way The Duplicate option, however, is only
avail-able for image sequences, not still images or animation files You can make
as many duplicates of a sequence as you like within your scene
The great thing about cloning images and sequences is that it saves on
memory, since you are not loading in entire extra files
CAUTION: Deleting an image, animation, or sequence from the
Image Editor will remove any clones of it from the scene as well.
Preview Display Options
The preview window of the Image Editor
has a few different options that you can
choose from
The Auto, Real, and Man buttons
determine how the preview window is
updated
The default is Real, short for
Realtime Using this option ensures that the preview window will update
while you make any changes to the image within the editor This means that
while you are making any adjustments using sliders, you will see this
pre-view update as you make the adjustment, without having to actually release
your mouse button
Auto (Automatic) makes the preview update only when you release the
mouse button after making any adjustments to the image
Figure 12-6
Figure 12-7
Trang 23When set to Man (Manual), you will have to click on the preview dow itself to see any changes you have made This can save on memory ifyou are using a slower computer, in which case you sometimes have to wait
win-a while for the imwin-age to updwin-ate, especiwin-ally when working in very complexscenes that have lots of images And since it isn’t always absolutely neces-sary to see changes you have made to the image, you can use your memorymore efficiently by setting the display to Manual
The Use Layout Time check box can be activated to use the time slider
in Layout to preview an image sequence or animation file as it is used in thescene, instead of the slider below the preview window itself
This can be useful for checking when an animation starts to play withinthe scene, and how and when it loops
The Source Tab
The Source tab is the first tab weencounter on the Image Editor It con-tains information about the image, aswell as settings you can adjust for anima-tion files and image sequences
Image Type
The first thing that is displayed in theSource tab is the information regardingthe type of image that you have loadedand selected
This can be a still image, an imagesequence, an animation file, or a reference
To load an image sequence, simply load an image as you ordinarilywould by clicking on Load and selecting an image within the sequence Youcan select any image from the sequence that you wish; it doesn’t necessarily
Figure 12-8: The Source tab
Trang 24have to be the first image in the sequence.
This will load the image into the Image Editor
as if it were a still To ensure that the entire
sequence is loaded, select the image from the
list on the left, go to the Image Type
drop-down list, and select Sequence
This will automatically load up the other images that LightWave can
detect are in the sequence
NOTE: To ensure that your image sequences load without too
many hassles, it is a good practice to keep sequences in their own
folders Also ensure that your sequences are named and numbered
correctly, ideally with a filename followed directly by a digit, such as
“character_animated.0001.tga.”
If there are any gaps in the sequence, then the previous image in the
sequence holds until the next one is encountered For example, if there are
frames numbered from 0001 to 0004 and then there are some frames
miss-ing until 0007, then the frame numbered 0004 will hold until frame number
0007 loads
Animation
To load an animation file into the Image Editor, simply click Load and select
the file you want Common animation file formats include AVI (Windows
Media files) and MOV (QuickTime) files LightWave does not support
MPEG animation files
Reference
If you make an instance of an image or sequence as discussed earlier, then
the Image Type of that file when selected will be Reference You cannot
change this setting
Alpha Channel
If the image or image sequence consists of 32-bit images with an alpha
chan-nel, you can choose to enable or disable that channel by selecting the
appropriate option from the Alpha Channel
drop-down list By default, alpha channels
are enabled Using the Alpha Only option
discards all the color information from the
image, and instead treats the image as a
black and white mask from the alpha
chan-nel This is useful if you wish to use the
image as a mask in the Texture Editor
Figure 12-9
Figure 12-10
Trang 25Notice that the Alpha Channel options are only available in images thatcontain alpha information With any other image, this option is grayed out.Working with alpha channels can be a bit confusing though, so be care-ful when using them When you load images into the Image Editor, always
be sure to check whether there is an alpha channel or not, if you are notaccustomed to using them
Because OpenGL does not take alpha channels into account, it cansometimes cause a lot of confusion If an image you are using as a texturehas an alpha channel, which then masks out part of the texture when yourender it, you may wonder why on earth parts of the texture are not show-ing when they were there in your viewport while you were working!
So if you load up an image and you notice that it has an unneeded alphachannel, just disable it by selecting Disabled from the Alpha Channeldrop-down list
on which applies to the clip
This ensures that the clip is interlaced correctly, and will therefore playback correctly
NOTE: Refer to the LightWave manual for more information on fields and field rendering.
Sequence Digits
You use this setting to specify the number
of digits used in the numbering sequencewhen using image sequences
Although LightWave does attempt to discern this information whenloading image sequences into the Image Editor, it can occasionally havetrouble, especially if there are any peculiarities in the numbering systemused If this is the case, you can manually enter the number of digits thatLightWave should be looking for in the filename to ensure that the sequenceloads correctly
When loading an image sequence, LightWave examines the filenamesused and attempts to discern which part of the filename is the number of theframe For instance, if the files in a sequence are named animation-
sequence.0001 through animationsequence.0100, LightWave will know that
Figure 12-11
Figure 12-12