3D Total Texture CD's

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Texturing tutorial by Jose Luis Ramos Serrano
Translated from spanish by Antonio Carrasco Pinto

Spanish version

Texturing : )

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.




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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.

 



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