| Author | Landis - www.elysiun.com forum member |
| Hyperlink | http://blenderartists.org/forum/showthread?t=11462 |
| Category | Materials and Textures |
| Title | Texturing an apple |
TUTORIAL AS QUOTED FROM SOURCE
Ok...here it is...the first one of many to come in the future (with the help
of others or I quite :x )....
[size=7]The Unofficial Texturing Tutorial #1[/size].
This same method was used for the majority of the texturing performed on the
Airman.
[size=6]User Level:[/size]
- Beginner to Intermediate (depends on the individual :| )
[size=6]Assumptions:[/size]
- The reader of this tutorial can find thier way around Blender pretty well.
- The reader of this tutorial can produce the required model (an apple) on thier
own. Thats right....I am not going to provide you with the mesh....but it isnt a
very complex shape so I am sure you will manage...you should learn to model
before you learn to texture anyways....that way you can appreciate the time you
are saving by utilizing textures versus complex unescessary modeling....but by
all means continue if you wish
.
[size=6]Lets begin...[/size]
Before we start...I want you all to know that I didnt want to give my first
tutorial to you guys like this but earlier today I was trying to explain my
texturing method to Ztonzy during a conversation on yahoo messenger and came up
with this in order to make it a little easier for him and to hopefully help some
of you along the way. I will edit this post from time to time so check up on
it....there is a reason why I put it in the W.I.P. section
.
Now to clear things up I do not use UV mapping for very many of my textures. I
like the control of the method I have and have gotten extremely fast at it.
What we are going to do is texture an apple. When you will get done it should
look something like this:

[size=7]NOTE:[/size] The apple render shown above was achieved using the "Spec"
and "Nor" (Blenders version of the Bump Map) textures in addition to the "Col"
texture that we will be creating in this tutorial. I have found that to achieve
a satisfactory or believable overall material (especially when modelling skills
are below par), Specularity, and Bump (Nor) must be adressed at a bare minimum!
Below is an example of the apples "Texture Anatomy" as I like to call it, used
to achieve the final render of the apple shown above.
*For more on "Spec" and "Nor" see the "Key Notes on Texturing" and the
"Essential Links" sections at the end of the tutorial.

First, for this tutorial I used a black and white version of the color test map
that I use now....so...dont get confused because the texture I am providing for
you is color and the picture shows black and white. I can post the black and
white one later if you are interested. Here is the color one and is the basis of
my entire method:

Right click on the image above and save it to your hard drive. Now, take this
texture....apply it to the mesh you are currently working on inside of Blender,
wings or whatever modeling app you are using. Apply this as a sphere method (the
required settings are shown below):

...this might require some rotating inside of the material settings to get it to
look right but basically what you are shooting for is the image shown below:

[size=7]NOTE:[/size]What I normally do to avoid conflicts with the low lighting
of a scene is turn on the
option
located in the center console of the material buttons window (see image below)
while working through this method...just dont forget to turn it back off for
that resource hungry final render
:

You want to have your camera nice and close to the model so when you render it
out you have a good close up of the entire model. After your camera is
positioned and you have lights...dont forget the lights...then render it out.
You can save this rendered image to your hard drive or you can just minimize
your results.....the important part is that you have it readily available
because this is going to serve as your reference when painting onto the test map
in your 2D graphics app of choice (Photoshop, Gimp, etc.) in the next step (this
is where multiple monitors come in handy
....have the close up render on one screen while working in the graphics app on
another).
[size=7]NOTE: [/size]While you are working with this test map file the key thing
to remember is to NOT save over your test map!!!! As soon as I begin to paint
over that badboy I rename it to whatever I am working on at that time (for
example: Helmet_Spec or Helmet_Nor...in this case Apple_Col). Basically what you
are going to do next is launch your 2D graphics app and open the testmap that
you have just applied to your mesh. Next what I did is scanned in the top of an
apple….

…….and copy and pasted different parts that I liked such as the green and red
transformation that takes place around the edge. I use the clone tool a great
deal when painting...for those of you are not familiar with the clone tool it
basically allows you to pic a point on an image and paint with it from that
reference point....a more controled copy and paste. For an even more advanced
tool see the new healing and patch tool (photoshop specific but I am sure that
the Gimp has something similar
)....now having said that what I normally do is work in layers. Create another
layer on top of the test map so that you can turn down the layer opacity while
you work or even turn the layer completely off (see image below for screenshot):

Ultimately what you want to do be able to do is refer back to the coordinates of
the test map especially those that you have already painted over...because lets
face it...you are going to want to tweak this sucker until it is absolutley
perfect Now, what you have to keep in mind while painting is that you have to
keep the apple in the same format as the one I scanned in. The center of the
image must look as though it has a hole (paint over the stem you wont be needing
it) and the greens and red must spread all the way out to the edges of the
texture. When you get done it should look like so:

[size=7]WOA how the hell did that get in there[/size].....what kind of a
tutorial is this!?!?!?! Anyways, once you have everything ready, what you want
to do is convert your homemade apple texture from a spherical texture to a
rectangular (since you applied the map to the mesh as a sphere initially
remember). If you have followed my advice on working in layers then you should
be able to apply this effect to the apple layer without having it affect the
testmap. After doing so you should end up with an image like this:

Now all that’s left to do is to go back to your 3D app and see how your new
texture looks on the model. But before you jump back in to hit the ol’ F12 key,
don’t forget you also have to remember to replace the testmap file with the
newly named file in the texture section of the material settings of Blender!
Continue to render the image out over and over again, referring back to the
paint program...make some changes....render...you get the idea. This is another
reason why Blender is such a productive tool...because of its rendering speeds
during the developement phase.
[size=7]Some Key Notes on Texturing:[/size]
[size=2]This list will grow as I think up more shtuff to bore you all with
.[/size]
- Something I found myself doing when first learning this method was that I
would forget to refresh the image in the texture buttons of the material
settings...hit that damn thing every time or you will be painting and painting
away in your graphics program trying to fix a problem that you have already
fixed an hour ago and that you are just making worse!
- Also, if you look back at the top of the page at the apples texture anatomy
you will notice that 1) the "Spec" and "Nor" images are not the same!!! Be
concious of what these actually mean when creating them. The biggest mistake
that someone new to the field makes is thinking that a "Spec" and "Bump" (Nor)
are nothing more than a black and white version of the "Col" (color)
texture....THIS IS NOT SO!!!! Sometimes you will get away with this with
excellet results (normally your first attempt which later creates a bad habit
). Again....if you just get yourself away from the computer and take a second to
concentrate on what a "Spec" or any other texture performs....then you will be
surprised at the mistakes you will catch yourself ALMOST making
.... [size=2]which brings me to the last but most important section of this
tutorial.....[/size]
[size=7]Essential Links Related to This Topic:[/size]
The Best discription of Blenders use of textures to date:
http://www.elysiun.com/tutorials.php?id=4
Well, thas all I got for now....again I have typed too much. If you have any
questions or comments let me know and I will alter the tutorial as I see fit. I
would also like to take the time to thank everyone out there that created
tutorials that I found useful (yeah right...everything that I could get my hands
on) while performing the newbie crawl of shame among the giants here at Elysiun.
Its my first one so take it easy on me fellas....you know who you are
.
Cheers,
Landis