This
is an overview of the steps taken in
making this scene, or any scene using
Lightwave 3D 7.5,Photoshop,
and 3D Total's Texture CD's.
I won't go into too much detail in any
particular part, well maybe uv mapping
because I couldn't find too many tutorials
for that in lightwave :) This presumes
you already have some experience with
Lightwave, but the rules apply to any
3d program. Anyways, lets get started.
Modelling
Always
sketch first, It'll save alot of headaches
and will anticipate problems before
they happen! In this case make front,
side and back drawings and load them
into the viewports in Modeler.
I
love how you can just make points and
connect them in Lightwave! used the
create points tool to make a mesh of
your model in each view. When satisfied,
connect the separate parts. By doing
this our goal is to work, in a way,
backwards.
First
we make everything into separate parts
then connect them later on (left and
below). It can help make flow and interest
in the mesh, and can save your computer
from chugging too many polygons at once.
At
a certain point you're forced to break
away from the drawings and just model
it out by eye. you may want to name
different surfaces of your model and
set their initial colour differently
(when naming them). this may come in
handy later when you want to select
them for uv mapping, or make bone weight
maps for animation, or posing.
UV
Mapping
Lightwave
is a little more hands on than other
programs when it comes to uv mapping.
Instead of bringing the projection to
the uvs we have to bring uvs to the
projection.
Start
by making a new morph map, and unweld
all vertecies. On this morph map we
have to take our model apart and lay
it out so that a projection can be taken
straight from the x, y, or z axis. So
pick an axis and lay them flat as best
you can. Use the polygon statistics
panel to help select/deselect polygon
surfaces. As for the legs and ay other
tube
shapes, lay them so that that the area
you want the seam to appear faces the
negative axis.
The
advantage to this way of uv mapping
is that you can adjust the flat surfaces
to be more flat, and the tube surfaces
to me more tubular before you start
uv mapping. This way you avoid fiddling
with the map. Now make a new uv map
with no initial projection, choose make
uvs, and apply planar mapping in the
respective axis for the flat parts,
and cylindrical mapping for the tube
parts. Remember
the seam for the tube parts will be
on the negative axis. you can use a
checker texture to fine tune it. Finally
merge verticies, send it to Layout and
save transformed object to delete the
morph map.
Texturing
Bring
the uv map into Photoshop using
any screen capture. On Mac its shift+command+4
then drag a box around the area you
want captured. I usually make a bump
texture first, then diffuse, then specular,
then colour.
You
can use whatever order suits your model,
but always use one map to compliment
the next in some way. For the crustation
I also used translucency, and transparenct
on the thorax flap. The eyes have three
layers (outside layer is transparent).
The
3D Total Texture CD's were used
to make the underlying bases of the
colour, bump, and diffuse channels.
If you are making huge textures (as
in this case) just duplicate it and
erase the edges to make bigger textures.
Another thing you can do is go select>colour
range on one texture and use that selection
to delete other textures and reveal
yet other ones underneath. there are
plenty of textures on the cd to work
with.
For this scene I used the textures for
pattern and under-painting rather than
literally matching them to real world
materials. There is no absolute rule
to making textures, but using alot of
layers, and masks is handy, and remember
size and colour doesn't matter because
they can be adjusted easily. Pattern
matters most.
Layout
this
is where things can slow down if not
carefull. In Layout (object properties
panel), Set the display subdivision
level to 0 for everything, use unseen
by camera, and/or 100% object dissolve
on objects your not working with directly,
and use quickshade rendering mode for
positioning your objects.
In
modeler for the background I made three
planes and fooed around with it untill
I was satisfied, then fooled around
with the model and camera angle in layout
again untill satisfied. I just think
that unpredictable composition is important.
I ended up adding skelegons to the legs
and posing the character (but I won't
get into that).
After
that you may want to use some special
effects, to add intrest and harmony
to the picture. I ended up using regular
fog, and depth of field for focus, and
light fog and "Bloom"(glare
from shinny surfaces) for intrest.
Tip:
Use quickshade mode for testing DOF.
Thanks for reading.
Cheers!
Send me and email
for comments if you wish.
Have a nice day :)
This image was created using
a few of the hundreds of textures from
the Total Texture CDs - very comprehensive
texture collections priced with the
hobbyist in mind. To see more examples,
download free
samples and read full details follow
this link