What
I wanted to do in photoshop was to
create the map that I will use to
mix two textures together. The image
needs to be grayscale ... where there
is white area in the image the first
texture will be used, and where the
black area is the second texture will
be used. If it will be 50% gray, then
the first and second texture will
be mixed together.
For
this situation I didn't used the gray
tones, only black and white, but if
you want to get more realistic results
you can try to experiment with grays
also.
So,
how can you create the mix image?
Hardest way will be to paint it. But
in some situations one trick works
really nice, and that is to use photoshop
cloud generator and threshold tool.
But first thing that I've done was
that I have created new layer.
Then I've set the front color to white
and back color to black, and used
the Clouds generator in Render section
of Filter menu. When I did this I
have got something like in first image
below. Now, I've used the threshold
tool in Adjustments section of Image
menu to get something like in second
picture.
At
this stage I've made the layer with
this cloud texture little transparent
to see the boundaries of the UV map,
and I've painted with white color
on the texture to get something like
the picture 3. ;)
After
the threshold of the cloud layer.
And
the final mix image after I
removed the unwanted parts by
painting with white color.
Tools
used:
Image
> Adjustments> Threshold
Tools
used:
Brush
Tool
Back
to Maya. For the start I've created
a simple lambert shader, picked one
texture from 3Dtotal textures and
connected it to the color channel
of lambert shader. After that I went
to the attribute editor of the place2D
texture node of the image and set
the repeat UV to 2 in both direction.
As you can see, the shading network
(pic1) is as simple as it can be,
and the result of rendering is in
picture 2.
A
simple lambert shader with image
file mapped to the color channel.
It will be used as the top texture
layer.
The result of the rendering
with the lambert shader I've
just created
Tools
used:
Created
Lamber shader + image file on
color channel
To
get a realistic stone you need to
have bump mapping, so I've mapped
the gray bump map for this stone to
the bump channel of the lambert shader.
The good thing in 3DTotal texture
CDs are that you have already made
bump textures for the color textures,
so you don't have to waste time creating
them. As you can see in second picture,
the bump map boosted the reality of
the walls to higher level.
Since
the original Lambert shader
used above looks very flat when
rendered, I have also connected
the bump map to make things
more real.
The result of the rendering
with the lambert shader I've
just created
Again, the result of the rendering
with the lambert shader + bump
map
Tools
used:
Mapped
the bump image to the bump channel,
disconnected the default place2d
node and connected the place2d
node of the color image.
This
is the time when the mix picture made
in photoshop will be integrated in
network. Since this lambert shader
will be used as the top texture layer
of the house material, I will map
the transparency channel with the
image from photoshop. One, very important
thing that I did in this stage is
that I connected the outAlpha of the
mix image to the alphaOffset of the
image file that I used as the bump
map. What this did was that it increased
the bump level at the sections where
there is white color in mix image,
and where there is black, the bump
value stays the same. As you can see
from the rendered image, the parts
that are black in the mix image are
transparent, and the edges of that
areas are little bumped up. ;)
The
image I've created in Photoshop
was mapped to the transparency
channel of the lambert shader.
The result: where there is black
in the mix image, the texture
will be transparent and where
it is white, the texture is
visible
Tools
used:
Map
transparency channel with mix
image map...
At
this stage I wanted to set the material
for the surface bellow the main texture.
To make things more intuitive I assigned
the newly created lambert shader to
the whole building model. When I did
that the shader that I created before
was disconnected from the geometry
but it is still there. As you can
see in the first picture below, I've
made the same shading network as the
one above, but without transparency.
I don't need transparency since this
texture doesn't have nothing below
it. I have also changed the repeat
values for this brick texture. After
the rendering second picture appeared.
The
similar shader was created for
the texture that will be below
the original texture.
And the rendering of the bottom
layer of the texture...
Tools
used:
Created
Lambert shader + image file on
color channel + bump map on the
bump channel
The
last step was to made the mix of the
two materials that I've created above.
The simplest way to do this is to
create LayeredShader and to drag the
materials from above to the layered
shader node. I did just that, created
the LayeredShader, assigned it to
the house model, then I opened the
attribute editor of layered shader
and dragged the two materials from
above to the layered shader. The material
that is transparent must be the first
one in the layeredshader, since the
transparency of the first shader is
used to reveal the material (bricks)
that is below.
To
mix the two textures I've created
the LayeredShader, assigned
it to the building and connected
two materials that I created
above to it.
The result of the rendering
with both layers.
Tools
used:
Create
LayeredShader, assign it to the
object, drag the two material
to the layeredshader. The first
material with transparency must
be the first one.
So,
this was the first step in texturing
main building part. The same technique
was also used for other parts of building.
As for the roofs, I've done the planar
mapping from above and then mapped
a simple lambert shader with bump
mapping. The UVs for the roof of the
tower are made using cylindrical map,
and it uses the same texture as for
the main roof. Fence was textured
in similar way to the house ... planar
mapping and lambert shader but without
mix image. I've manipulated the UVs
for the planks to get different parts
of image texture mapped to it.