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1Tutorials LightWave 3D Texture Building Empty Tutorials LightWave 3D Texture Building Qua Jan 26, 2011 1:49 am

Admin

Admin
Admin
by Vance Kovacs and Vera Milosavich, Black Isle
Studios/Interplay
Tutorials LightWave 3D Texture Building Pixel_black
<table align="left" border="0" cellpadding="3" cellspacing="0" width="50%">
<tr>
<td colspan="3" height="26">Introduction</td>
</tr>
<tr>
<td nowrap="nowrap">

  • General
    Info
  • Basic
    Steps

</td>
<td> </td>
<td> </td>
</tr>
<tr>
<td colspan="3">Objects</td>
</tr>
<tr>
<td nowrap="nowrap">

  • Applying
    Basic Surface Properties
  • Applying
    Color Maps
  • Applying
    Bump Maps

</td>
<td> </td>
<td> </td>
</tr>
<tr>
<td colspan="3">Lights</td>
</tr>
<tr>
<td nowrap="nowrap">

  • Key
    Light
  • Fill
    Light
  • Ambient
    Light

</td>
<td> </td>
<td> </td>
</tr>
<tr>
<td colspan="3">Cameras</td>
</tr>
<tr>
<td nowrap="nowrap">

  • Preliminary
    Setup

</td>
<td> </td>
<td> </td>
</tr>
<tr>
<td colspan="3">Rendering</td>
</tr>
<tr>
<td nowrap="nowrap">

  • Option
    Settings
  • Rendering
    Methods

</td>
<td> </td>
<td> </td>
</tr>
<tr>
<td colspan="3">Building
Texture Models
</td>
</tr>
<tr>
<td nowrap="nowrap">

  • Basic
    Points
  • Create
    the general texture pattern
  • Add
    dimension to the model
  • Bevel
    the main surfaces
  • Tweak
    the model
  • Triple & subdivide
  • Finalize
    your model

</td>
<td> </td>
<td> </td>
</tr>
<tr>
<td colspan="3">Miscellaneous</td>
</tr>
<tr>
<td nowrap="nowrap" width="1%">

  • Creating
    Color Maps
  • Generating
    Bump Maps
  • Cleaning
    Up Final Textures

</td>
<td> </td>
<td width="1%"> </td>
</tr>
</table>
Introduction


General Info



  • To access the properties
    panel(s) for objects, lights, and cameras,
    use the control panel which is always at
    the lower-left of the layout screen (Fig.
    1)
    : click the appropriate button [A];
    select the specific item from the pop-up
    list [B]for which to view
    or edit properties; and click the "Item Properties" button
    [C]if the properties panel
    is not already open.

    <table border="0" cellpadding="0" cellspacing="0" width="100%">
    <tr>
    <td class="text_body"> Fig. 1: Control Panel
    </td>
    </tr>
    <tr>
    <td>Tutorials LightWave 3D Texture Building Image006</td>
    </tr>
    </table>


  • Specific objects [B] may also be directly
    selected in the view pane or from the pop-up
    list in the Properties panel. Items may also
    be scrolled through using the arrow up/down
    keys on your keyboard.
  • Use the mouse buttons for changing position
    and orientation of selected objects, lights,
    or cameras:

    • RMB to move on the Y axis
    • LMB to move on the X & Z axis
    • RMB to rotate around the Y axis (heading)
    • LMB to rotate around the X & Z axis
      (pitch & bank)

    </li>
  • All properties of any surface may be easily
    copied to another surface by [1] selecting
    the surface to copy in the Surface Editor panel
    (ACTIONS tab Surface Editor),
    [2] typing "C" (copy) on the keyboard,
    [3] selecting the surface you want to
    apply these settings to, and [4] typing "V" (paste).
    Repeat as necessary.
  • For General Property Settings, all
    settings indicated are variable but underlined
    settings should not be changed, generally speaking.

Basic Steps
Three main variables determine the quality of
your final texture map: [1] quality of
the texture model, [2] quality of the
color map, and [3] render quality.

  1. Create
    the basic texture model in LightWave® Modeler.
  2. In a painting program, create
    general color and bump maps (as needed)
    for the texture model.
  3. Load the texture model into a LightWave® Layout scene
    (select ACTIONS tab Add Add
    Object
    Load Object. and locate the
    object/model).
  4. Apply surface textures, colors, etc. (This
    may also be done within LightWave® Modeler.)
  5. Add and adjust lights and one camera.
  6. Test-render the scene.
  7. Continue making adjustments to lights, surfaces,
    etc., and doing test-renders until the results
    are what you want.
  8. Do a final render of the scene to be saved
    in .tga format.
  9. Using PhotoShop, offset and clean up the
    final .tga texture as necessary for
    tiling.

Objects


<table border="0" cellpadding="0" cellspacing="0">
<tr>
<td class="text_body" valign="top"> Applying
Basic Surface Properties


  1. Open the Surface Editor panel:
    select ACTIONS tab Surface
    Editor
    (Fig. 2).
  2. Select a surface to edit from Surface
    Name
    list.
  3. Adjust the various surface properties
    (except Bump).

Applying
Color Maps


  1. Open the Texture Editor-<select
    Surface Name>-Color
    panel for
    the selected surface by clicking the
    [T] to the right of the Color setting
    item (Fig. 2 & 3).
  2. If a surface color was specified in
    the Surface Editor panel, set Layer
    Opacity
    to less than 100% or the
    color will not show (try 75%).
  3. Start with these general settings:
    Projection = Planar
    Image = <select/load a color
    map>
    Pixel Blending & Texture Antialiasing = <off>
    Texture Axis = Z
    Reference Object = (none)
    World Coordinates = <off>
    Other settings may be ignored for
    now

  4. Click the Automatic Sizing button
    to see how it affects your surface (it
    may stretch it) and Adjust the Scale tab
    settings (only X & Y) until tiling
    is acceptable.
  5. After all settings are acceptable,
    type "C" on the keyboard to copy these
    settings for transferring to bump map
    (see next step).
  6. Click the Use Texture button.

Applying
Bump Maps


  1. Open the Texture Editor-<select
    Surface Name>-Bump
    panel for
    selected surface by clicking the [T]
    to the right of the Bump setting
    item (Fig. 2).
  2. Type "V" on the keyboard to paste all
    the previously copied color map settings
    to this panel (Fig. 4). This is
    important in order to keep the color
    map and bump map coordinates aligned.
  3. Change only the Image setting
    in this panel to a coordinating BUMP
    MAP file.
  4. Other settings may be ignored for
    now
    or procedurals may be
    experimented with (select from Layer
    Type
    setting) to further modify
    the surface.
  5. Click the Use Texture button.

</td>
<td class="text_body" valign="top">Fig.
2: Surface Editor

Tutorials LightWave 3D Texture Building Image010

Fig. 3: Texture Editor - Color

Tutorials LightWave 3D Texture Building Image012

Fig. 4: Texture Editor - Bump

Tutorials LightWave 3D Texture Building Image008
</td>
</tr>
</table>
Lights


<table border="0" cellpadding="0" cellspacing="0">
<tr>
<td class="text_body">

  • For texture building, spotlights are
    usually best for most scene lighting
    requirements.
  • Additional lights may be added by selecting ACTIONS tab Add Add
    Light
    Add <select
    Light Type>

  • A texture map scene generally uses
    three lighting systems:

1. Key Light



  • The dominant lighting in a scene.
  • Position this light to the front and
    above the object.
  • Overshoot the object to avoid a harsh
    spotlight edge.
  • General Property Settings (Fig.
    5)
    :

    • Current Light = <select
      a light>
    • Light Color = <try soft,
      warm -- ivory>
    • Light Intensity = 100%
    • Intensity Falloff = Off
    • Affect Diffuse/OpenGL = <both
      on>
    • Affect Specular/Caustics = <both
      on>
    • Lens Flare/Volumetric. = <both
      off>
    • Light Type = Spotlight

      • Cone Angle = 30 degrees
      • Soft Edge Angle = 15 degrees
        (or about ½ of Cone Angle)
      • Projection Image = (none)

      </li>
    • Shadow Type = Ray Trace
    • Ignore all other settings

    </li>

2. Fill Light


  • The light that will simulate core
    shadows, which, in real-life, are caused
    by light reflected from adjacent surfaces.
  • Position this light from below and
    to the front of the object.
  • Overshoot the object, as with key light.
  • General Property Settings:

    • Current Light = <select
      a light>
    • Light Color = < try muted,
      cool -- medium blue>
    • Light Intensity = 50% (or
      about half of key light)
    • All other settings are same
      as Key Light


    </li>

3. Ambient
Light



  • The general lighting in a scene.
  • It has its own settings panel -- click
    the "Global Illumination" button in the Light
    Properties
    panel (Fig. 5) of
    any light to access the settings.
  • General Property Settings (Fig.
    6)
    :

    • Ambient Color = < try
      saturated, warm -- reddish orange>
    • Ambient Intensity = 5% (anything
      less than 10%)
    • Ignore all other settings

    </li>

</td>
<td class="text_body" valign="top">Fig.
5: Light Properties

Tutorials LightWave 3D Texture Building Image014

Fig. 6: Global Illumination

Tutorials LightWave 3D Texture Building Image016
</td>
</tr>
</table>
Cameras


<table border="0" cellpadding="0" cellspacing="0">
<tr>
<td class="text_body" valign="top"> Preliminary
Setup

Use the following General Property
Settings
for your camera in a texture
map scene (Fig. 7):


  • Current Camera = <select
    a camera> (there is no need for multiple
    cameras when building texture maps)
  • Resolution = Custom (ignore;
    this word automatically appears when
    Width & Height are modified)
  • Resolution Multiplier = 100%
  • Width = 512 (preferred setting;
    keep square, i.e., same as Height, below)
  • Height = 512 (preferred setting;
    keep square, i.e., same as Width, above)
  • Pixel Aspect Ratio = 1.0
  • Limited Region = <off>
  • Zoom Factor (selected from pop-up
    - do not use other items from list) =
    50.0
  • Aperture Height = 65 (or use
    default)
  • Antialiasing = Off (for quick
    renders) or Low (for final renders)
  • Soft Filter = <off>
  • Adaptive Sampling = <on>
  • Threshold = 0.1
  • Ignore all other settings

Adjust placement of the camera 'view finder'
by getting inside the camera (5 on
number pad) and aligning the dotted vertical
lines with the finished edges of your texture
object.
After your surfaces, cameras, and lights
are properly set, you may do intermediate
and/or final test rendering of the scene.
</td>
<td class="text_body" valign="top">Fig.
7: Camera Properties

Tutorials LightWave 3D Texture Building Image018
</td>
</tr>
</table>
Rendering


<table border="0" cellpadding="0" cellspacing="0">
<tr>
<td class="text_body" valign="top"> Option Settings

Select ACTIONS tab > Render > Render
Options
and use the following settings (Fig.
8a)
:


  • Render First Frame/Last Frame/Frame
    Step
    = all 1
  • Auto Frame Advance = <off>
  • Frame End Beep = <either>
  • Show Rendering in Progress = <either> (<off> gives
    quicker renders)
  • Render Display = Image Viewer
  • Enable VIPER = <either> (See "Rendering
    Methods"
    )
  • Rendering tab

    • Render Mode = Realistic
    • Ray Trace Shadows = <on>
    • Ray Trace Reflections and Refractions
      = <off if not specified in the Surface
      Editor
      >
    • Extra Ray Trace Optimization = <off>
    • Ray Recursion Limit = 16

    </li>
  • Output Files tab (Fig. 8b)

    • Save RGB = <on>
    • Type = Targa Format (.tga)
    • RGB Files = <click and type
      a file name>
    • Output Filename Format = Name0001.xxx

    </li>
  • Ignore all other Render Options settings

Rendering
Methods

There are 3 rendering methods:

  1. Render Current Frame (F-9 on
    keyboard or ACTIONS tab Render Render
    Current Frame
    ), for quick renders.
    Be sure that Antialiasing in the Camera
    Properties
    panel is set to OFF. Quick
    rendering takes around a minute.
  2. Render Scene (F-10 on
    keyboard or ACTIONS tab Render Render
    Scene
    ), for final renders. Be sure
    that Antialiasing in the Camera Properties panel
    is set to LOW. Final rendering takes
    around five minutes.
  3. VIPER, for almost real-time
    rendering of surfaces. To activate VIPER.

    1. Set the Enable VIPER setting
      in the Render Options panel (Fig.
      9)
      ) to ON
    2. Click the VIPER button in
      the Surface Editor panel (Fig.
      2)

    3. Run an initial quick-render of
      the scene (F-9 on keyboard)
    4. Click the Render button
      in the VIPER panel

    </li>

Now each time you make a change to the
scene, the VIPER panel will update
to reflect it. (Viper will not represent all rendered
elements, such as cast shadows, reflections,
etc.)
</td>
<td class="text_body" valign="top">Fig.
8a: Render Options

Tutorials LightWave 3D Texture Building Image020

Fig. 9: VIPER

Tutorials LightWave 3D Texture Building Image024

Fig. 8b: Output Files

Tutorials LightWave 3D Texture Building Image022
</td>
</tr>
</table>
Building
Texture Models



<table border="0" cellpadding="0" cellspacing="5">
<tr>
<td class="text_body" valign="top" width="50%"> Basics Points


  • Don't hesitate to use reference material.
  • The goal to building textures in 3D
    is to make them look like they weren't
    built in 3D.
  • Texture models need not be built clean nor single
    mesh
    since they will merely be photographed. They
    only need to look good.
  • Begin by setting up a simple 2-D background
    template at the proportions of your final
    texture tile as a guide. For tiling
    textures, this will normally be a perfect
    square.
  • For texture building, you will be building
    primarily in the "Z" window.

</td>
</tr>
<tr>
<td class="text_body" valign="top" width="50%"> Tutorials LightWave 3D Texture Building Image026Create
the general texture pattern



  • Try using the pen tool to create a
    more natural looking pattern, creating
    a separate polygon for each of the blocks.
  • It may help to clean up the model at
    this stage by merging points, tripling
    all the surfaces, and then merging the
    same surfaces.
  • Flip any polygons that are still facing
    the wrong way.
  • Be sure that elements along the perimeter
    will tile properly (see figure above). Duplicating
    existing blocks from one edge and transferring
    them to the opposite edge may help simplify
    this. Remember that only those areas
    that appear within the background template
    area will be part of the "snapshot" of
    your final rendered texture. (Additional
    adjustments can be made when doing the
    final image clean up in PhotoShop.)

</td>
</tr>
<tr>
<td class="text_body" valign="top" width="50%"> Tutorials LightWave 3D Texture Building Image033Add
dimension to the model

Extrude the blocks to a reasonable depth
</td>
</tr>
<tr>
<td class="text_body" valign="top" width="50%"> Tutorials LightWave 3D Texture Building Image035Bevel
the main surfaces

Bevel the front most surfaces of the stones
slightly to create an edge that can catch
light. This will only begin to add further
realism to the model.
</td>
</tr>
<tr>
<td class="text_body" valign="top" width="50%"> Tutorials LightWave 3D Texture Building Image040Tweak
the model

Jitter or manually adjust points, especially
those at the edges of the bevel, to minimize
any unnatural uniformity and give a more "organic" look.
</td>
</tr>
<tr>
<td class="text_body" valign="top" width="50%"> Tutorials LightWave 3D Texture Building Image042Triple & subdivide
Subdividing will help make the surfaces
more irregular.


  • Use Smooth for rough rocks
    , brick, dirt..etc.
  • Use Metaform for smoother rocks
    such as pond stones
  • Try a Smoothing Angle of 65°

Continue Tweaking
Think about creating cast shadows. Push
and pull the blocks to varying depths on
the "Z" axis. Select a few blocks and "stretch" them
along the "Z" axis to change the topology.
Assign surfaces to each individual
element

Assign a surface for every different
type of material (i.e., brick, stone, grout).
If all your blocks are the same material,
then create at least 3 to 4 different surfaces
of that material and assign them mainly
to non-adjacent blocks. This will be explained
further.
</td>
</tr>
<tr>
<td class="text_body" valign="top" width="50%"> Tutorials LightWave 3D Texture Building Image044Create
Grout



  • Begin by creating a polygon with a
    fairly dense mesh that will cover the
    area to be covered by the grout.
  • Use tools, such as the Magnet, to push
    and pull the grout.
  • Shape the Magnet tool to get different
    effects.
  • Also try pulling the grout through
    the surfaces of some of the blocks to
    get a "mud covered" look.

Finalize your
model



  • Continue to fine-tune the model until
    you are satisfied.
  • Load your model into LightWave® Layout and follow
    the steps previously outlined for
    mapping surfaces, lighting the scene,
    setting up the camera, and rendering.
  • Note that if your Modeler file
    contains multiple layers, each layer
    will load as a separate object in LightWave® Layout so
    you may want to first delete any unnecessary
    layers from the file.

</td>
</tr>
</table>
Miscellaneous


<table border="0" cellpadding="2" cellspacing="2" width="100%">
<tr>
<td class="text_body"> Creating
Color Maps


  1. Open Corel Painter.
  2. Create new document of 512 x 512 pixels,
    or multiples thereof, and click OK.
  3. Select a paper texture surface.
  4. Create a color map/texture.

    1. Keep overall value of the color
      map in medium range for flexibility
      in lighting.
    2. Use the Watercolor tools
      to create under-painting tones.
    3. Use the square chalk tool (Dry
      Media
      tools) to pull out more
      paper texture (remember to dry
      the watercolor layer if lighter
      chalk tones need to be seen).
    4. Try using Liquid or F/X tools
      to distort areas.
    5. Experiment with other tools.

    </li>
  5. Save the final color map in .tga format.

</td>
</tr>
<tr valign="top">
<td class="text_body"> <table align="right" border="0" cellpadding="0" cellspacing="3">
<tr>
<td class="text_body">Fig. 10: Adjust
Color [Painter]
</td>
</tr>
<tr>
<td align="right">Tutorials LightWave 3D Texture Building Image046</td>
</tr>
<tr>
<td> </td>
</tr>
<tr>
<td class="text_body">Fig. 11: Equalize [Painter]
</td>
</tr>
<tr>
<td align="right">Tutorials LightWave 3D Texture Building Image048</td>
</tr>
<tr>
<td> </td>
</tr>
<tr>
<td class="text_body">Fig. 12: Offset [PhotoShop]
</td>
</tr>
<tr>
<td align="right">Tutorials LightWave 3D Texture Building Image050</td>
</tr>
</table>
Generating
Bump Maps


  1. Open Corel Painter.
  2. Open an existing color map file.
  3. Select Effects Tonal Controls Adjust
    Colors.
    (Fig. 10)
  4. Drag Saturation level all the way to
    the left (to remove color information)
    and click OK.
  5. Select Effects Tonal Controls Equalize. (Fig.
    11)
    and click OK (not necessary
    to make changes). The image will be
    black & white with a different
    contrast level than color map.
  6. Save a copy of this file with "BUMP" appended
    to the name, also in .tga format
    (IMPORTANT: keep the original
    color map file unchanged).

Cleaning
Up Final Textures


  1. Open PhotoShop.
  2. Open the final render .tga of
    your LightWave® texture.
  3. Select Filter Other Offset. (Fig.
    12)

  4. Set the Horizontal and/or Vertical pixel
    offsets (depending upon tiling requirements)
    to a number that is exactly one-half
    the pixel dimensions of the current document
    (i.e., if the document is 512, offset
    to 256).
  5. Turn on the Wrap Around setting
    under Undefined Areas and click OK.
  6. Clean up segment divisions with the
    Cloning tool (alt-click on the
    area to use for cloning) and other appropriate
    tools.
  7. When cleanup is complete, check by
    offsetting the image again (steps #3-5)
    and continue retouching as needed.
  8. After results are satisfactory, reset
    the offset parameters (optional).
  9. Save a copy of the final retouched
    file in .tga format.
  10. Check the overall tiling effect of
    the texture by applying it to a simple
    surface in Modeler.
</td></tr></table>
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