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Section
2: Materials
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Fig.
1:
the final render
this is what you will get at the end
of the 2nd part.
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The
most important thing about the material i
used on the Nissan, is that after various
tries (where i just put a coloured bitmap
in the diffuse channel of a generic paint-like
matrial), i went for a more complex and relistic
approach: using a complex blend
material i was able, with simple masks, to
paint the car with different paint
materials (white, red, black...), each one
with its own characteritics and parameters.
The result is a more realistic output, like
the one you can see in Fig.
01.
Section
3: Mapping and definition of UVW coordinates.
Mapping
a model is a process to let 3ds max know which
parts of a bitmap are to be where on the model
itself. In the simpler situations, standard
mapping options in 3ds max can be enough (for
objects similar to spheres, cylinders, cubes..),
but, as the model gets just a bit more complex,
these methods are no longer enough.
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Fig.
2:
UnwrapUVW
what we should get at the end of the
mapping process
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Fig.
3:
Mesh Select
select the hilighted faces.
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A
correct mapping has to achive 2 main objectives:
you must be able to paint simply and intuitively
your textures (Fig.
02) and it must not lead to any distortions
or arefacts in your renderings. Luckily enugh,
cars are generally built with big almost planar
surfaces, and this greatly simlpifies our
task as we can almost always use planar mappings
and get good results with small tweaks.
Lets see how we can map the Nissans
bonnet: at this stage we have objects with
a modifier stack like this: Editable poly
> Simmetry > Meshsmooth.
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Fig.
4 :
UVWMap
align the planar gizmo
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Fig.
5:
UnwrapUVW
check the mapping.
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Lets
apply a Mesh select modifier between
the Simmetry and Meshsmooth
modifiers, go in Polygon selection
mode (by clicking on the little red square
in the modifier panel) and select the faces
as shown in Fig. 03:
as you can see, this selection can be mapped
with the same planar mapping (excluding the
area inside the headlights, but there will
be just black paint so we can go on without
caring about this area). By doing this selection,
we assured that the next modifier in the stack
will work only on the selected polygons: lets
add (without deselecting the polygons and
leaving the small sqaure icon clicked!!!)
an UVWMap modifier, and select the Planar
projection option.
Align
and adjust the planar projection gizmo like
in Fig. 04, helping
yourself with the fit button and
the alignment options (in this case i aligned
it to Y axis).
Be
sure to make the gizmo square by changing
the values to suitable ones (ie clicking fit
i got a 193x136 gizmo, which i rsized to 200x200).
At this poitn, add a Unwrap UVW modifier to
the stack (always BEFORE the meshsmooth) and
take a look at the mapping so far achieved
by clicking on edit in the modifier
panel (see Fig. 05).
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Fig.
6:
Mesh Select
select the hilighted faces.
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Fig.
7:
UVWMap
align the planar gizmo
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Fig.
8:
UnwrapUVW
check the mapping.
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Add
a new Mesh Select modifier and select polygons
again, as in Fig. 6.
Add another planar UVWMap modifier as in Fig.
07, making it square as before. Add
another UnwrapUVW and check the mapping (Fig.
08). To the same for the left side
of the bonnet (Fig.
09 and Fig. 10).
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Fig.
9 :
Mesh Select
select the hilighted faces.
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Fig.
10:
UnwrapUVW
check the mapping.
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Fig.
11:
UnwrapUVW
check the mapping.
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At
this point add another Mesh Select modifier
and DO NOT select anything, so the next modifier
will work on the whole object. Add an UnwrapUVW
modifier and click on Edit to
see how the whole surface has been mapped.
As you can see in Fig.
11, the 3 elements are overlapping:
this is easily fixed by selecting the scale,
rotate and move tools in the editng panel
and checking the Select element
option. This way you can easily accomodate
the 3 elements in the square area as in Fig.
12.
As
you can see, the selected element in Fig.
12 has to be mirrored (just click n
th Mirror icon) to get the proper
mapping (Fig. 13).
Also the main bonnet surface is somehow mirrored
(i realized this only after the first test
render), so just do the same operation on
the main surface.
Sometimes (Fig. 15)
having the textures projected on the eding
window is very usefull to ad just particolar
vertices and to check for distortions with
a visual feedback: to achieve this, yu have
to click on the Show map button
and choose the exture you want to see. If
you cannot see anything on the background,
chances are that you simply need to push the
Brightness value in the Show
options... panel to a value greater
than 0.
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Fig.
12:
UnwrapUVW
adjust the mapping.
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Fig.
13:
UnwrapUVW
adjust the mapping...
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Fig.
15:
UnwrapUVW
checking the textures
on the model.
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