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Simple Texturing process

By Yann Vaugne
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Date Added: 30th December 2010
Software used:
LightWave
So let's start with title explanation, why "simple"?? Just because I try to make the texturing process as simple as possible, and the model too, (I'm a lazy guy)....and especially because my predecessors are much better than me in this discipline... So, no uv map, no vertex color map, just images in color, diffuse, specular and bump channel. This project is created with Lightwave but the theory and techniques should stand up well with all packages.

1426_tid_render.jpg
As I said before, simple is the key word in this case. Look at the mesh, nothing special here: primitives graphics box and cylinder, then play a bit with bevel, smooth shift, and a lot with the clone tool ;) Oh!....ok, I 'll stop speaking about the mesh because you will be able to download the complete scene later.

1426_tid_mesh.jpg

This is a render of the different materials I used in the scene, hehe, I'm just showing these ones because when I first saw the multitude of great textures on the Total Textures CD's, the problem was more about choosing which to use than how to use them!!

1426_tid_texture2.jpg
Like my father always said: images are better than words, so let's see the differents textures steps. First color map, then 2 different diffuse channels, the first is a black and white copy of the color channel, the second is a "dirt" map, then copy the diffuse layers in the specular channel and finally in the bump one.

1426_tid_texture1.jpg
This is another way to show you the the different channels: color, diffuse, diffuse/dirt, specular and bump and the final texture, you can add some procedural texture map to easilly change the color or add more dirt to the texture.....or simply blend 2 images from the cd in photoshop or other 2D software, but we'll discuss that technique later.

1426_tid_texture4.jpg


1426_tid_texture3.jpg

I made this table to show you the process in different manner. Just experiment with layer opacity and fusion mode (alpha, additive...) For example the alpha mode is quite good for dust and scratch layer. And i usually "surf" between 30 and 50% opacity for diffuse layer. If there is something you still don't understand....hum....what can I say... just drop me a line

...proceed to page two to learn more...



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