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.
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.
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!!
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
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.
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
can I say... just drop me a line
...proceed to page two to learn more...