|
Tutorials
Include:
Here
are a few basics while the new site is under construction:
There
will be tutorials on how to apply textures to many different media
-how to use textures within various 3D packages, including 3DS MAX
and others.
-how to apply within 2D software, such as Photoshop.
-how to print for some unique applications.
-how to crop, re-size, scale, and change coloration within 2D and
3D packages.
-links to other useful tutorial sites.
General:
Use a thumbnail browser for day-to-day image work, such
as ThumbsPlus from Cerious software. ThumbsPlus makes
it easy to view large images in slideshow fashion, or
to scale up to full-screen, or to do simple image manipulation
within. Managing large numbers of image files becomes
a breeze. You can batch process, view one image after
another by hitting the space bar or backspace, or view
it tiled as your desktop wallpaper by hitting SHIFT-F7.
General
2D:
In Photoshop, instead of using Brightness/ Contrast
(Big mistake), use "Image>Adjust>Levels"
(CTRL-L) to make your images pop. Where Brightness makes
the darks in the image lighter, the "levels"
control is like a graphic EQ...start with the middle
ticker and slide it left and right, and the darks stay
dark, yet the lights get lighter. Much more control.
Subtle color variation can be adjusted using "Image>Adjust>Color
Balance" (CTRL-B), whereas strong color variation
is achieved using "Image>Adjust>Hue/Saturation"
(CTRL-U)
The clone tool is like a vacuum that picks up texture
from one area and sprays it out over another area. This
is the most-used tool for cleaning bad spots out of
textures.
Game
Engines:
"The power of twos" to use textures with game
engines or real-time, simply re-size within photoshop
so that you get a perfectly square aspect ratio (512x512
if you like) or in a power of 2, such as 256x512. If
there are long or tall textures, merge them together
into a square-shaped tile, then offset your mapping
coordinates within the engine, so that only one of the
maps is used for the particular mesh. Try grouping the
horizontal tiles with horizontal, or vertical with vertical.
Batch
processing to resize images within ThumbsPlus is awesome...
just select the files using SHIFT and/or CTRL, then
go to Image>Batch Process. Click "New"
then choose "Selected Files" (or "Folder"
if you choose)... then under Batch Steps choose "Add",
then choose "Transform>Resize". You can
then specify a size that you want all the images to
become. You can save your batch processes under names
which are easily associated with each task.
General
3D:
Break up large expanses of materials with undulating
geometry, or altering lighting conditions in different
areas. You can also compostite two different organic
materials using large-scaled "noise" or "cel"
as the mask. That way repitition is minimized.
Bump-mapping: in many cases, the texture map itself
can be used as a bump map (use a low mix-setting for
subtle efects). Sometimes the map needs to be "inverted"
within the material editor. For example, dark bricks
with white grout...the grout is in reality a recessed
space, but since it's white then the bump makes it pop-out.
So in this case you "invert" the map, making
the white become a negative bump instead.
Keep
the lighting angles similar with the texture maps. Sometimes
architectural textures have a light-source angle: keep
the angles consistent within your scene by flipping
the textures so that they match exactly.
Use
the opacity maps as shiny maps as well. For architectural
windows, the opacity mask levels can be set to 50%,
so that you can gently see through the glass, but then
the shiny map (set as inverse) makes the glass shinier
than the rest of the building.
Materials with hard shadows in the image map make better
exterior materials than interior. This is because interior
surfaces have much more subtle shading than exterior
surfaces.
Flavor your lights with a tad of color ..for outdoors,
the sun has juuuust a little yellow, then diffuse has
juuuust a little blue.
For organic materials (and ceramic tiles), rotate the
mapping gizmo by 45 degrees or similar, so that your
whole scene isn't perfectly 90 degrees all over... adds
a little interest.
3DS
MAX:
The material editor is a powerful control of your texture
mapping.
Drag
texture map files from Windows folders (or ThumbsPlus)
into the map file slots, or use MAX's "Asset Manager".
With the Asset Manager, you can even view 3D wireframe
file thumbnails, or view webpages, then drag-and-drop
web-images directly into the material editor.
Crop
texture maps directly within the material editor (this
function is fully animateable) if you like a certain
part of the texture, then crop from edge to edge to
ensure proper tileability.
Color Correct plugin for the material editor is a POWERFUL
way to change colors and hues of your textures directly
within max, and with realtime results. You can avoid
the extra step of changing hues within photoshop.
|