This task will see you texturing your models in preparation to exporting them into the game. You should use industry standard techniques to complete this task. Once again higher order techniques might need further explanation through a BLOG or log.

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texturing

For this unit we had our lecturer Jon Holmes show us some more complex texturing techniques for our models rather than just adding colors and images from the web. For this we used already built test model ‘suzanne’ the monkey. For this lesson we decided that we were going to texture it a very heavy metal but not a shiny metal, we wanted this to be a rusted metal that has been left in the jungle for hundreds and hundreds of years.

First I opened Blender and added the monkey in. I changed the rendering from blender render to cycles render. This is a more efficient and less time consuming way to render because it renders in real time which really comes in handy. Then I added a subdivision surface and then smoothed it out a bit by pressing the smooth button.

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Next I had to light the model by using 3 point lighting by adding planes and setting them to luminance (pictured above). I then selected the proper strength to these lights so I could see what I was texturing. After this we then discussed the order of operations to build a ‘shader’. A ‘shader’ is the procedure of using nodal texturing. Nodes are a much easier way of editing then layers are. This allows the user to change or delete one area without effecting other areas which is really ideal. First you color the model or diffuse it. Second you add in detail otherwise know as bump mapping or displacement.  Then finally you add in the proper reflectance or gloss to it.

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(Above) I diffused the model by adding an old metal texture that I found online, which I made seamless using the application GIMP. I did this by adding a image texture node then connected it to the texture coordinate node so the image would cover the model. However the texture looked more like stone rather than a metal but I would fix this later on in the ‘shader’ process.

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Then I started the second stage of my ‘shader’ by doing my displacement or bump mapping. This creates all the bumps and the indents of the model. I did this by duplicating the image texture and the texture coordinate nodes and adding a color ramp node. This color ramp node allowed me to tell the model where I wanted it bumpy and where I wanted it indented and this is by controlling how strong I want the white and black areas. I then added a multiply node and plugged it in the displacement in the material output node. The multiply node allowed me to adjust how bumpy or not bumpy I wanted the values to be.

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(Above) Finally to complete the ‘shader’ I added the proper reflectance to my model. I did this by adding a glossy node and connecting it to mix shader. Then once I got it the way I wanted it looking I connected the glossy node, the color ramp node, and the diffuse node all into the mix shader and plug that all back in the material output. (Below) Finally after tweaking all the settings to how I wanted them I ended up with this texture for the model. I believe that this would be suitable for a rusty metal monkey head that has been left in the jungle for hundreds and hundreds of years.

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For our second session of texturing models we wanted to have a go at texturing one of our models. I picked the one I liked the most which is the spray paint can that I did. I wanted to make it really rusty like it had been left outside in the rain for ages. Below is the before and after of this model. And I will explain the process i went through to get to this stage.

Spraypaint

So to fully understand what a rusted chrome spray paint can looks like I did some research online a found a couple of reference photos. So differed from others but i found a few that I really liked. This picture (below) is one I particularly thought was a good reference for texturing this model. Since there are a multiple cans in this picture, I decided to choose the second one from the right as it had rust as well as chips of paint on it which would be great for texturing.

rusty-cans-blog-crop-small

Rusted Metal BackgroundFirst I looked online for a rusty metal. I found loads but I really wanted one that had a reddish tone like the ones pictured above. so After looking hard for a good ten or fifteen minutes I came across a really nice one that I liked (pictured right). This rust had a good texture to it. The picture was evenly light and there were no water marks so it was perfect to used for texturing. So after making this image seamless using GIMP, I added a image texture node and connected it to a object texture coordinate node (pictured below). However it wasn’t a so smooth toward the bottom of the can. So I had to add a mapping node and this allowed me to scale and rotate the image to get rid of the inconsistencies toward  the bottom of the can.

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T_Rusty_Scratched_Metal_0691361Next I added in a second image in to go on the top of this image. This image (pictured right) was to be the top layer of the paint can. I did this by duplicating the image texture, texture coordinate, and mapping nodes. But the paint was too white for me which did seem dirty and rusty enough for sitting in the rain for ages. So I added an RGB Curves node and adjusted this properly. Next I created a matte by using another image to show where the rust should shine through the paint. This means using black and whites to define the two using a color ramp node. So I duplicated the image texture, texture coordinate, and mapping nodes again and connected it to the color ramp node. I created a bump map by adding a multiply node to the color ramp node and adjusting it to how I wanted. However the image looked bumpy enough already so I didn’t have to adjust it much. Finally I added in my reflectance by adding in a glossy node. Below is a screen shot of the all the nodes together, as well as them being marked correctly so I know which one was which, because once you get quite a few it does become difficult to remember which one does what.

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Unit 69: Criteria 3.1, 3.2

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