Once
the scene is ready for texturing,
next step is to decide which
textures are going to be used.
At this moment it's very useful
and reduces very much the work
to have a good texture library.
For this step I have the CD´s
of he 3D Total textures, that
contains a wide quantity of
images with high quality, very
organic and a resolution that
supports any type of zoom to
the objects. To have available
a good library like this make
me save many intermediate steps,
as I don't have to spend an
extra time to make tileable
my textures or prepare bump
maps as they are included for
any texture.
First
step of texturing lays on the
decision of what material is my
object made of, I mean, if it's
unpolished or metallic, industrial
or organic. This make the process
of adjusting its attributes by
the software faster . One way
for accomplish this if we are
short of time is to walk through
the texture library and which
ones could be of great utility
for the result to reach and store
then to retouch them later. Personally,
this is a very inspiring step,
and the detail of certain textures
always suggest me more ideas for
my final result.
Once
he have in our sourceimages folder
a few textures to start defining
the object, we test its behavior
over itself. In this step it's
important the way the textures
wraps the object, that is, if
that texture covers the object
as a cloth (connected to a 2d
placement node) or if its projected
over it (connected to a 3d placement
node).
For
a quick texturing, it will be
enough to map the color attributes,
diffuse, bump and specular power.
If the material is metalic, it
will be necessary to map the specular
color too. Every texture of the
material will be conected to the
same placement node, in such a
way that when moved it will affect
all of them. If we choose the
texture correctly, it will be
enough to move or rotate the placement
nodeup to reach the desired effect,
mainly when there is no problem
because the texture is tiled.
3DTotal
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Once
the texture takes the shape we
decide over the object, we fine
tune the material attributes by
retouching the texture image in
Photoshop and pressing the reload
button of the file node.
This
process becomes very interactive,
in such a way that attributes
as luminance, saturation, hue,
curves, levels and so one are
done in a moment, without using
any other Maya node. Trough IPR
or render we can localize the
detail of certain textures over
the objects, so from Photoshop
we can remark them and improve
them.
Using
Photoshop clone stamp tool
we can vary the textures,
duplicating interesting details
in an organic way or even,
creating new textures from
other.