by Vance Kovacs and Vera Milosavich, Black Isle Studios/Interplay |
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<table align="left" border="0" cellpadding="3" cellspacing="0" width="50%"> <tr> <td colspan="3" height="26">Introduction</td> </tr> <tr> <td nowrap="nowrap">
</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">
</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
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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> </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.
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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.
- Create
the basic texture model in LightWave® Modeler.
- In a painting program, create
general color and bump maps (as needed) for the texture model.
- Load the texture model into a LightWave® Layout scene
(select ACTIONS tab Add Add Object Load Object. and locate the object/model).
- Apply surface textures, colors, etc. (This
may also be done within LightWave® Modeler.)
- Add and adjust lights and one camera.
- Test-render the scene.
- Continue making adjustments to lights, surfaces,
etc., and doing test-renders until the results are what you want.
- Do a final render of the scene to be saved
in .tga format.
- Using PhotoShop, offset and clean up the
final .tga texture as necessary for tiling.
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Objects
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<table border="0" cellpadding="0" cellspacing="0"> <tr> <td class="text_body" valign="top"> Applying Basic Surface Properties
- Open the Surface Editor panel:
select ACTIONS tab Surface Editor (Fig. 2).
- Select a surface to edit from Surface
Name list.
- Adjust the various surface properties
(except Bump).
Applying Color Maps
- 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).
- 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%).
- 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
- 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.
- After all settings are acceptable,
type "C" on the keyboard to copy these settings for transferring to bump map (see next step).
- Click the Use Texture button.
Applying Bump Maps
- 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).
- 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.
- Change only the Image setting
in this panel to a coordinating BUMP MAP file.
- Other settings may be ignored for
now or procedurals may be experimented with (select from Layer Type setting) to further modify the surface.
- Click the Use Texture button.
</td> <td class="text_body" valign="top">Fig. 2: Surface Editor Fig. 3: Texture Editor - Color Fig. 4: Texture Editor - Bump </td> </tr> </table> |
Lights
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<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 Fig. 6: Global Illumination </td> </tr> </table> |
Cameras
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<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 </td> </tr> </table> |
Rendering
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<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:
- 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.
- 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.
- VIPER, for almost real-time
rendering of surfaces. To activate VIPER.
- Set the Enable VIPER setting
in the Render Options panel (Fig. 9)) to ON
- Click the VIPER button in
the Surface Editor panel (Fig. 2)
- Run an initial quick-render of
the scene (F-9 on keyboard)
- 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 Fig. 9: VIPER Fig. 8b: Output Files </td> </tr> </table> |
Building Texture Models
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<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%"> Create 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%"> Add dimension to the model Extrude the blocks to a reasonable depth </td> </tr> <tr> <td class="text_body" valign="top" width="50%"> Bevel 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%"> Tweak 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%"> Triple & 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%"> Create 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
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<table border="0" cellpadding="2" cellspacing="2" width="100%"> <tr> <td class="text_body"> Creating Color Maps
- Open Corel Painter.
- Create new document of 512 x 512 pixels,
or multiples thereof, and click OK.
- Select a paper texture surface.
- Create a color map/texture.
- Keep overall value of the color
map in medium range for flexibility in lighting.
- Use the Watercolor tools
to create under-painting tones.
- 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).
- Try using Liquid or F/X tools
to distort areas.
- Experiment with other tools.
</li> 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"></td> </tr> <tr> <td> </td> </tr> <tr> <td class="text_body">Fig. 11: Equalize [Painter] </td> </tr> <tr> <td align="right"></td> </tr> <tr> <td> </td> </tr> <tr> <td class="text_body">Fig. 12: Offset [PhotoShop] </td> </tr> <tr> <td align="right"></td> </tr> </table> Generating Bump Maps
- Open Corel Painter.
- Open an existing color map file.
- Select Effects Tonal Controls Adjust
Colors. (Fig. 10)
- Drag Saturation level all the way to
the left (to remove color information) and click OK.
- 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.
- 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
- Open PhotoShop.
- Open the final render .tga of
your LightWave® texture.
- Select Filter Other Offset. (Fig.
12)
- 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).
- Turn on the Wrap Around setting
under Undefined Areas and click OK.
- Clean up segment divisions with the
Cloning tool (alt-click on the area to use for cloning) and other appropriate tools.
- When cleanup is complete, check by
offsetting the image again (steps #3-5) and continue retouching as needed.
- After results are satisfactory, reset
the offset parameters (optional).
- Save a copy of the final retouched
file in .tga format.
- Check the overall tiling effect of
the texture by applying it to a simple surface in Modeler.
</td></tr></table> |