By Leigh van der Byl
Growing fascinating and particular surfaces for items and characters in 3D is a procedure many artists locate advanced and complicated. LightWave 3D eight Texturing demystifies this activity with an intensive dialogue of ways to exploit a number of the LightWave 3D instruments to create wonderful textures.
* make the most of texturing conception to create any form of floor you need. * Use many of the recommendations within the floor Editor to impact your textures. * paintings with textures utilizing vertex colour maps, gradients, weight maps, and photo maps. * manage layers within the Texture Editor. * observe textures with projection suggestions and UV maps. * improve your surfaces utilizing photograph filters. * Create steel, wooden, and natural surfaces by way of operating via a sequence of tutorials.,
ON THE CD:
* educational documents and accomplished examples * Demo types of Deep Paint 3D® and Deep UV™ from correct Hemisphere and BodyPaint 3D R2 from Maxon * types from quite a few artists in your personal use * colour photos of all of the figures within the ebook
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Additional info for LightWave 3D 8 Texturing
When texturing, you will probably find yourself making many hue adjustments in your paint program, especially when you see what the image looks like when applied to your model and rendered, since the color in the paint application and the color in the render can sometimes drastically differ. Sometimes this is not a problem, although there are times when it really is. Figure 4-6 demonstrates this. The inset shows the painted color map, while the main image shows what it looks like when applied to the model and rendered.
A gobo lighting effect is a method used predominantly in theater and film where plates that have shapes cut into them are placed in front of the light so that the projected light can appear to, for example, be coming through a canopy of leaves in a forest, as shown in Figure 2-5. 15 Chapter 2 · · · · · · · · · · · · · · · · · · · · · · · · · · · · · · · · · · · · · · · Part 1 Aside from these advantages and uses, spotlights are relatively fast to render, especially when using shadow maps, since this requires no ray tracing.
Well, the bad news is that there is no simple solution, as diffuse is not as straightforward an attribute as the others that we use. This is because the value can vary so drastically from surface to surface, and it is a difficult property to observe in real life, unlike properties like specularity, reflection, and bump mapping. One thing you can be sure of, however, is that nothing in real life is 100% diffuse. 38 · · · · · · · · · · · · · · · · · · · · · · · · · · · · · · · · · · · · Surface Attributes The Surface Editor The good news is that we do not always need to create actual diffuse maps for surfaces.
LightWave 3D 8 Texturing by Leigh van der Byl