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LAYERED
TEXTURING IN PHOTOPAINT / PHOTOSHOP |
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Making the actual map for
your object.
At this stage it really helps if you still have the spline cage for the object you want to make a map for. If not - it doesn't matter all that much - it just makes things a little less cluttered visually - anyway load your model into modeller - place it in the view you want to map - some quick tips here for modeller display: Numerical keyboard (The one on the right!) 7 Gives Top View - full screen Now with the object in the view you require
click display options "d" ; Verify the correct viewport
and choose these setting: |
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Now press "a" to make the object fit the screen - use the polygon lasso - selection with "]" key or the surfaces panel to select the objects you don't want to see and hide them with the "-" key. Then using the infamous "Print Screen" button capture it and transfer it to your graphics editor. If you had the spline cage you'd get this:
And if you didn't have the spline cage - you'd get this:
We'll now use these as painting templates for our texture map. |
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Making the final map in Photopaint. I'm going to use the non-spline capture for the rest of the tutorial for those of you who don't have them - i.e. downloaded model that you want to retexture -- just to show you it matters not to the final outcome. Now in Photopaint crop the image to the edges of the object - like so: Now - make sure that you have the Objects/Channels
roll-up displayed and click on the layers button and you'll see this
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The file is now the
background object.
Click on the indicated button to add a new layer - think of layers as sheets of paper - layers allows you to have many sheets of paper ontop of each other - some visible - others not - some transparent - others not - you control how they are finally merged and can create a single graphic from elements that you choose. Select your new layer and color it completely black with the fill tool. The box around the preview means that layer is selected for applications of filters etc.. more than one layer can be selected at a time. The pencil means that the layer is selected for direct editing - only one layer at a time; and the eye toggles the layer on or off - i.e. you can see it or you can't. |
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Every time you create a
layer it will be constrained to the same size as the initial background
layer and it will initially be transparent until you paste an object or
adjust it directly.
Now create another new layer - select it for editing make the black layer invisible and you will have a transparent layer through which you can see the background i.e. your template of your object. With the new layer selected pick a nice brush with a soft edge (adjust the brush using the Tool Settings roll-up) and pick a base colour for your object and paint over the template - remember you're not painting the template but the new transparent layer - just like old style animating. Paint over the edges of the template to
ensure there are no problems when applying the map in Layout later.
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Now here comes the fun bit: Make a new layer - if you haven't done so already make the layer above transparent as I have done -- so that you can see the template. Select the new layer you made for editing and then load up the texture you made earlier into the Graphics editor. You should now have two files open - the one we've been working on and the texture file. Make them both full screen size and then select the texture so that it's the one you can see - use the windows drop down menu to select the window you want to see. Now get the clone tool - ensure you have the clone tool set with a nice soft edge so that it will blend well with the base colour later - place it roughly in the centre of the texture and press ALT + Right click your mouse - the cross hair should stay put. Then select the other window and start cloning the texture to the new layer you made earlier - using the template as guide to where you want it to be. Concentrate only on one half of the object
- as this map will require symmetry - we'll deal with it later - for
non symmetrical maps just cover the area you require. |
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Finishing Up. This is what you are aiming to get after
you've cloned your texture to the new layer - if you find that at certain
points you stop cloning the texture - it's because it's source has
run to the edge of the clone source image- so go back to reset
the clone source point -- return to the layer and continue
cloning - the soft edge of about 85-100 will ensure that
it blends well. .
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If the colour looks to vivid - don't worry - that will be sorted out later too - This part deals with achieving the veining
effect of the Minbari-Vorlon hull and to do that we use the eraser
tool with a soft edge of about 95-100 - working on the new
layer you created just now -- start erasing parts of the texture
that you don't want - but to make it easier for your eyes and judgement
-- make the layer about 50% transparent first so you can see
the hull template and erase at the points you require
- a good idea would be to make the base coat invisible here to
stop it cluttering your view.---Again only concentrate on the one
side -- I used the mask tool to erase down the centreline of the
hull before I started erasing.
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Now - for Photopaint at least remember that these layers are objects in their own right - so select the object you have just created in this layer - the veined texture - bring it's opacity back to 100 and copy it. Then paste it into the same document as an object. A new layer will appear in the layers window with a duplicate of the texture. |
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Select the object in the new layer and using the handles select the right handle and drag right across to the edge of the image on the left side - this will in effect mirror the texture across the central plane. Now Photopaint won't let you do anything more until you right click on the object and select apply to effect the changes to the object.
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Nearly done now!
select the two veined texture
objects (see window - on right) then click on Objects-Combine-Combine
Objects Together - and you will make one single layer from the two
and have a symmetrical texture map.
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And now for the last
hurdle
Make the base coat layer
- object 2 in the previous window - 100 percent visible again
and adjust it's opacity to 100 also.
Making specular maps is easy - gamma the image down - up the contrast and save as the specular version of the map :o) Right what are you waiting
for - get mapping! |
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© Meshweaver 2005 and beyond |