This tutorial will is split into 6 chapters and will attempt to give you an insight into how a fully realised 3D scene may be arrived at from beginning to end. The emphasis over the course of the series will be on the texturing, which will be covered in two of the six installments. The fnal chapter will discuss lighting and rendering techniques and show how a simple lighting rig can be set up.
This tutorial will is split into 6 chapters and will attempt to give you an insight into how a fully realised 3D scene may be arrived at from beginning to end. The emphasis over the course of the series will be on the texturing, which will be covered in two of the six installments. The fnal chapter will discuss lighting and rendering techniques and show how a simple lighting rig can be set up.
This tutorial will is split into 6 chapters and will attempt to give you an insight into how a fully realised 3D scene may be arrived at from beginning to end. The emphasis over the course of the series will be on the texturing, which will be covered in two of the six installments. The fnal chapter will discuss lighting and rendering techniques and show how a simple lighting rig can be set up.
This tutorial will is split into 6 chapters and will endeavour
to give you an insight into how a fully realised 3D scene
may be arrived at from beginning to end. The tutorials will attempt to address the key issues and techniques appropriate in achieving this, from concept sketches through to building the 3D scene, mapping and unwrapping, texturing and eventually to lighting and rendering, culminating in a fnal render. The emphasis over the course of the series will be on the texturing, which will be covered in two of the six installments, and principally the aging and wear of materials.
The schedule is as follows:
Chapter 1 - Page 003 Importance of Reference The series will begin with a look at the gathering and importance of reference material, and then transposing these into some concept sketches and a concept / production painting. Chapter 2 - Page 008 Modelling Overview This chapter will go on to deal with a general modelling overview, which will be non-software specifc, and then follow with a look at Photoshop and some general preparation of textures, along with tips on removing seams and tiling problems.
Chapter 3 - Page 014 Preparing the Textures This chapter will focus on Photoshop and more specifcally, the job of preparing textures, including painting out seams and making images tileable. Chapter 4 - Page 018 Texturing Principles This chapter will focus on texturing principles such as mapping and unwrapping, bump specular and normal maps along with combining textures. Chapter 5 - Page 025 Texturing Principles This chapter will cover using masks and adding dirt and grime. Chapter 6 - Page 031 Lighting & Rendering The fnal chapter will discuss lighting and rendering techniques and show how a simple lighting rig can be set up, along with different render passes ready for a fnal composite in Photoshop. Resource fles for this eBook are within the Aquarium eBook download folder Chapter 1 Importance of Reference The series will begin with a look at the gathering and importance of reference material, and then transposing these into some concept sketches and a concept / production painting. Page 4 www.3dcreativemag.com Chapter 1 Chapter 1: Importance of Reference Aquarium Introduction As is usual with any new piece, the frst step is to try and establish the overall theme and setting for the project. In this case I started thinking about an exterior scene and one with a sense of scale. This was almost all I had in mind initially and so I began doing some research on a number of topics to help form something more concrete. At this stage, it is always good practice to look at a variety of different subjects across a broad spectrum. Not only architecture but photos of objects and everyday things almost anything that can spark an idea. I liked the notion of a dam, which is quite a dramatic structure. I began looking at various images such as Fig.01 and thought that it would make sense to design an old and abandoned structure as the tutorial would be focusing on weathered textures and worn surfaces such as Fig.02 and Fig.03. These textures form another branch of the research; its good to look at not just scenes and structures but also surfaces and anything that may help clarify the quality and mood you are after ideas can literally come from anywhere! In the case of Fig.02, the green band along the bottom of the photo implied a structure that is sometimes used to hold water; similar to a dam, but one that had since been drained. This led me onto thinking about harbours and a more aquatic line of research and notions concerning the sea, such as lighthouses (Fig.04 and Fig.05). I really liked these two images and somehow wanted to include them in my theme. I realised that they would not be valid as actual lighthouses, but they are also used as viewing platforms which was something I could exploit. Fig.04 is a photo of a Victorian lighthouse and Page 5 www.3dcreativemag.com Chapter 1 Aquarium Chapter 1: Importance of Reference so I began to imagine my scene originating during this period. I started to do a few simple sketches of towers and dam like structures to form the basis of the scene (Fig.06). The bottom left image had some shapes in it that I quite liked on both the tower and the large wall, in particular some of the curves on the far right and the two large vent shapes. This sketch led to the idea of an outdoor aquarium that when fooded, would allow fsh and sharks etc. to enter the arena through the open mouth of a large stone carving and be viewed from a balcony and viewing tower (Fig.07). The theme and setting for the piece was now settled, but the details had to be refned. The fsh carving in Fig.07 looked too literal for my liking, rather similar to a salmon (and the building looked too Oriental), so I looked at some stone carvings and found an example carved by Eskimos (Fig.08). This gave me an idea about the tail supporting the principal balcony and so I made another sketch to explore this idea (Fig.09). Because I liked the curves from the previous drawing, I decided to use some infuences from the Art Deco period. I imagined that the aquarium had been built by the Victorians, but was later neglected and then revamped during the late 30s to raise morale caused by the Great Depression, hence the Socrates quote in the bottom right. I also experimented with the notion of a frieze in the form of a character looking skyward to the heavens. With the decision to include some Art Deco infuences I found a couple of photos on the Internet which looked to be along the lines of what I was after (Fig.10 and Fig.11). Page 6 www.3dcreativemag.com Chapter 1 Chapter 1: Importance of Reference Aquarium I made a few more sketches to explore some potential designs for the building, based upon the research that Id done so far (Fig.12). With the research pretty much done, and a vision of the scene in my head, it was time to start on the concept painting which would become the basis for the 3D scene. I think it is necessary to have a number of issues unresolved in your mind before starting any painting, as the brush marks and unforeseen incidents that begin to appear as the image evolves can suggest things which help to add an energy and vitality. In this way, the image will hopefully produce its own momentum and then suggest ideas in a more intuitive way than if everything is pre-determined. At this stage I was not sure about the mood of the piece or indeed the fnal colour scheme and lighting this is where the concept would fll in the gaps. I knew I wanted a high wall supporting a building with a fsh head and a tower, roughly in an Art Deco style with some Victorian remnants. This was enough to get on with without having all the details worked out. The concept painting that emerged can be seen in Fig.13. You can see that the tower has incorporated elements from Fig.04 in the form of the metal panels and I have also included the Page 7 www.3dcreativemag.com Chapter 1 Aquarium Chapter 1: Importance of Reference some extent. Something that is not included in the painting, but I knew would feature in the fnal 3D render, is a covered walkway which will connect the tower to the wall balcony (see Fig.06). I wanted this to look very Victorian and so looked at some wrought ironwork, as well the supporting struts under the balcony from Fig.05. I have modifed the tower canopy from Fig06 and added the Art Deco detailing on the building faade which can be traced to the two example photos. The wing on the characters helmet is reminiscent of a pelvic or dorsal fn and is echoed in the pectoral fn on the fsh below. I also carried this design through the detailing on the building to maintain a consistency and sense of design. The railings that surround the tower platform have been infuenced by a design I found in a photo (Fig.14). You may also notice that the main wall supports a balcony / walkway which was apparent in all three sketches to classic palm houses typical of the period (Fig.15 and Fig.16). These two infuences can be seen in the fnal render. This concludes the key research and reference points for the concept piece that I decided to entitle Aquarium. I hope in this tutorial I have provided a brief glimpse into some of the processes involved with developing a concept. You can see that the image has been inspired by a number of references that vary in their formats, but ultimately combine to create something new. Next month we will continue with a look at a general modelling overview, which will not focus on any package in particular, but will offer some general principles instead.
Richard Tilbury For more from this artist visit: http://www.richardtilburyart.com Or contact them: rich@3dtotal.com Chapter 2 Modelling Overview This chapter will go on to deal with a general modelling overview, which will be non- software specifc, and then follow with a look at Photoshop and some general preparation of textures. Page 9 www.3dcreativemag.com Chapter 2 Aquarium Chapter 2: Modelling Overview Introduction This month we will look at a general modelling overview and some of the techniques that can be applied universally across a number of 3D packages. I shall address some of the ways in which certain aspects of the scene can be created and outline some of the common tools that are used. Leading on from this I will look at how Photoshop can be used to prepare images for a 3D application and deal with some of the issues that are raised. Modelling When starting to build a 3D environment it is a good idea to look at the concept art or drawing sheets for a few minutes and try to assess what shapes and forms make up each component in the scene. For example, in this case we can see that the buildings, balconies and their supports are essentially boxes, whilst the tower is cylindrical. The fsh head is a little more complex, but can still be conceived as half a tube with a narrower top (Fig.01). The foor and walls are obviously boxes and can be made from said primitives. The tower walkway could also be made from a box and the canopy from half a tube etc. First of all we will look at one of the most prominent components in the scene: the foreground tower. Now this could have been made from a simple cylinder, with various edges moved to create the curvature and then the canopy and struts added as separate objects. However an effcient way of quickly establishing much of the fnal shape is by using the line tool followed by a Lathe modifer. In Fig.02 you can see in the top viewport that the silhouette, or outer edge of the tower, has been drawn using the line tool. You can see that it is made up of nineteen vertices and the panel on the right shows the sub-object selection with the vertex mode highlighted in yellow. Notice that the two inner verts are parallel, which is important otherwise when you apply a Lathe a hole will appear in the top. Here you can modify the shape of the line by manipulating each vertex as well as adding or subtracting the total number along the spline. When the shape is satisfactory then the Lathe modifer can be applied (outlined in red), the result of which can be seen in the lower viewport. You will notice that the original spline is still visible here in orange. Now because the tower is symmetrical, we can go ahead and fnish adding the details to just one quarter of it. When this is done we can duplicate this piece three times and rotate each section by 90 degrees - thus creating a complete 360 degree object. In order to do this we need to consider how the details on the tower can be divided into four equal sections and therefore make sure we specify enough segments during the Lathing. In Fig.03 you Page 10 www.3dcreativemag.com Chapter 2 Chapter 2: Modelling Overview Aquarium can see in the right panel that there are 24 segments which divide into four equal parts of six segments each (highlighted in red in the viewports). We can now delete the remaining parts of the tower and add the detail to this single quarter. In Fig.04 you can see the fnal quarter with the balcony supports, windows and metal panelling. All of these details were created from various extrusions which can be seen in Fig.05. With this done we can then copy and rotate this piece 90 degrees, specifying the number of duplicates to three, which will complete the tower. The balcony, canopy struts and vertical panels at the base can be made as separate objects. For the purposes of texturing it is sometimes worth attaching separate pieces of geometry into single objects in order to restrict them to a single texture. In Fig06 you can see that I have attached the vertical panels and canopy struts to the tower (purple section on the right) and made a single mesh which will only use one texture. The red geometry on the left shows that although these sections are attached, they exist as individual elements in sub-object mode. Therefore the tower comprises of three meshes altogether: tower, balcony foor and circular railings (green object), each with their own material / texture. The main reason that the balcony foor and railings were not attached to the tower is that they use tileable textures and hence do not need to be unwrapped. One of the more detailed parts of the scene was the tower walkway that bridges the gap between the tower and the main balcony running around the wall. This is made up of a number of repeated sections, as shown in Fig.07. You can see here that the entire canopy and railing structure is a repeat of the section highlighted in red. The foor uses a tileable texture, as did the tower balcony and so this remains a separate object - but the rest of the walkway uses Page 11 www.3dcreativemag.com Chapter 2 Aquarium Chapter 2: Modelling Overview one texture. As such, many of these various components have been attached into a single mesh but remain as elements in sub-object mode. If texture space is an issue and identical, geometric units need to be unwrapped, then it is worth mapping a single section before duplicating it. The reason is that a duplicated mesh retains its mapping co-ordinates and means that any number of copies will share the same texture space. This saves mapping each piece individually and means that for an entire section of seven pieces (Fig.08) we only need to unwrap a small part of the fnal mesh. You can see here that the whole canopy of seven sections is restricted to the upper left corner of the texture in the form of a single piece. The downside of this is that any detail is also repeated across the entire mesh and therefore creates an unrealistic symmetry in the form of tileable patterns (eg: blue spot). The way around this problem is to minimize any obvious patterns and then apply a composite map or an overlay in a different mapping channel. You may also notice here that the texture includes the small circular details on the railings (a) along with the arched foor supports (b). This method of unwrapping and texturing components was also used on the tower to save texture space. When rendering a still it is always worth considering which parts of the scene will be most visible and thus focusing attention on these areas. There is no point spending hours on a high res texture if it is in the background and barely visible! Another key focal point in the scene was the fsh head, which is probably the most complex shape overall. There was no strict formula to follow with this. It was a case of manipulating a basic Tube by deleting one half and converting it into an Editable Poly. In Fig.09 you can see the progression from the original shape through to the fnal version. You can see from the extra geometry that the version on the right has been smoothed. This particular mesh needed unwrapping, but fortunately it is possible to map geometry before smoothing without losing the co-ordinates. Therefore when the low poly version was fnished I then mapped / unwrapped the model and applied smoothing afterwards (Fig.10). You can see that TurboSmooth has been applied after the model has been unwrapped and so there are far less polygons to consider when texturing. This saves time and makes the whole process less arduous. The actual character that can be seen on the wall was constructed from a shallow box that was then converted to an Editable Poly. The verts were then transformed to create the general shape and then further subdivisions were added to refne it. Page 12 www.3dcreativemag.com Chapter 2 Chapter 2: Modelling Overview Aquarium Selecting Photos and Initial Preparation Before beginning the texturing it is necessary to search for the kinds of images that will suit the kind of render one is after. This generally comes down to fnding the right materials, i.e. stone or concrete in this case, and ensuring they are a suitable resolution and scale. Because some textures can be tiled they can in fact be smaller in size, but for areas such as the large wall it is important that the textures are reasonably high res. The scale of the image is also important as this dictates whether tiling is necessary and the extent to which this is employed. In Fig.11 for example, imagine that the height of the image is the actual height of a wall compared to the fgure. If the stones were an average size then this photo would need to be tiled far more (around three times) than the right version where the scale is larger. It is good practice to make textures tileable, as this means there is more freedom to experiment in the 3D package. No photo is perfectly tileable and so requires some editing in order to make them useable. In Fig.12 you can see an image in the bottom viewport that is not tiled at all and above it, the same image tiled by a value of two. You can already see a problem in the form of a dark vertical line which constitutes the two adjacent vertical edges of the photo (red lines). This is because each edge is different and so we need to use the Offset Filter in Photoshop to solve this issue; something we will look at in Part 3 of this tutorial. This flter will alleviate the problem of visible seams, but another issue to consider is any distinguishable feature that may be conspicuous when the texture is tiled. In Fig.13 you can see a texture on the left that has been made tileable, but there is one dark-orange brick that is very noticeable. This needs to be edited so that it blends in better, however this will not eradicate the problem entirely. It is always a battle of Tiling vs Detail in the end. The more an image is tiled, the more apparent tileable patterns become. On the right we can see the same image tiled four times and we can see that even if we had blended in the orange brick, we would now be more aware of the three beige bricks above it in the form of a broken line, as well as the dark vertical band that runs through next to them. Obviously we cannot keep tiling the image in order to remove all discernable patterns otherwise we would reduce the texture to something very bland indeed, but at least this highlights some of the issues to consider when selecting and preparing photos.
Page 13 www.3dcreativemag.com Chapter 2 Aquarium Chapter 2: Modelling Overview strong shadows. The balance is good without it being too bland and symmetrical, but even when it is ready to be tiled in our 3D package there will be some evidence of a pattern. This is where a Composite map comes in and helps disguise the problem. In Fig.15 you can see the original map in the top left corner (1). Below this is the same map tiled by a value of 2.0 (2). What we now do is take another texture, which is not tiled (3), and apply it over the top of the image, setting the blending mode to Soft Light or Overlay. The texture in the bottom right (4) shows the result: the overlay has helped Some of the main things to consider when choosing photos for texturing are: 1. Scale and resolution 2. How close will they be to the camera? 3. Area / size of geometry that uses them. 4. Do they need to be tiled and by how much? All these factors determine how you choose your photos, but one other important aspect to consider is the lighting condition of the image. This is something that can be altered within Photoshop, but it is far better to use an image that shows a soft, general ambient light than one that shows strong highlights and shadows, as this is something that will be the reserve of the 3D package. In Fig.14 you can see a bad example at the top and a good example below. The top image has a strong highlight in the upper right corner and this would cause a very obvious seam even if the stonework matched up. It is a good rule of thumb to avoid using images where the lighting is not evenly distributed, otherwise your workload will increase. When you have chosen a suitable photo, tiled it and removed any obvious detail then you will end up with something similar to the bottom example. You can see this has a good overall consistency, with evenly coloured stones and no add a more natural and asymmetrical look to the wall and helped hide the tiling. In Chapter 3 we will go on to deal with how to solve tiling problems using the Offset Filter as well as look at the tools to help solve some of the issues mentioned above. We will also show how photos can be combined successfully as texture maps and some of the techniques used. Richard Tilbury For more from this artist visit: http://www.richardtilburyart.com Or contact them: rich@3dtotal.com Chapter 3 Preparing the Textures This chapter will focus on Photoshop and more specifcally, the job of preparing textures, including painting out seams and making images tileable. Page 15 www.3dcreativemag.com Chapter 3 Aquarium Chapter 3: Preparing The Textures Preparing Textures In our previous tutorial we ended by looking at some of the factors that affect the choice of photos to be used as textures. We discussed the notion of scale and resolution, as well as tiling issues and how lighting conditions can impact on the success of a texture. You may recall that a soft ambient light, without any strong shadows, is crucial in order to achieve an ideal texture, as we will rely on our 3D package for further lighting effects. Even under these conditions no photo is able to tile perfectly and this is where the Offset Filter comes in. In order to test the tiling of your chosen photo head to the menu: Filter Other Offset. A small dialogue box will open, similar to that seen in Fig.01. Enter a horizontal and vertical value that is exactly half the width / height of the image (this image is 1600x1200). The horizontal and vertical seam lines that are visible across the centre represents the four outer edges, and in order for this image to be tileable these seams must be made invisible. You can see the dark band down the middle and why this needs to be eradicated. This is typically done by using the Clone Stamp and Healing Brush tools in Photoshop and by sampling other areas of the image to hide the seam. In Fig.02 you can see the same image, which has now been made tileable through the central region. The small conspicuous white spot middle left has been removed, along with the two dark bricks on the right hand side which would have caused a problem. It is important that you do not alter the outer edges, as these will revert to becoming the central section of the image again, which is initially seamless. With something like brickwork or ceramic tiles you must obviously make the pattern of the grout or mortar match up by way of skewing and transforming sections of the image, but even when this is done there still remains the problem of hue and tonal variation. With a less ordered image, such as dirt or gravel, it is easier to cure the problem of a seam and the process can be broken down into three stages. These are also the stages that would follow the tiling of brickwork once the issue of matching up the mortar is resolved. Assuming the Offset Filter has already been applied, the frst step is to copy and paste one half of the image into a new layer. This can be horizontal or vertical depending on which seam is the most severe. In the case of Fig.03 it is the vertical line. With the left hand side on a new layer, switch to Quick Mask mode making sure the foreground colour is black and the background white. Drag a linear gradient from the centre edge to the outside Page 16 www.3dcreativemag.com Chapter 3 Chapter 3: Preparing The Textures Aquarium The fnal stage involves using the Clone Stamp and Healing Brush tools to sample various areas of the image in order to manually patch up the two halves (Fig.07). This process can be applied to any image and by frst using the Gradient and Lasso tools we can reduce the amount of manual work necessary when tiling a texture. When any necessary textures have been made tileable, it is then a case of putting them together edge (white arrow). The image will resemble the top half of Fig.04. Now turn off Quick Mask and you will see a selection area encompassing the left half of this layer. Delete this section and you will be left with what you see at the bottom of Fig.04. This exercise constitutes stage 1. By manipulating the Brightness/Contrast (Image Adjustments) and maybe Curves under the same menu, it is time to match the tonal values as closely as possible (Fig.05). This has been done already in this instance and you can see here that the top area is almost seamless, but there is still a noticeable seam line in the bottom half. Using the Lasso tool drag a selection area around this area (highlighted in white) and then Feather it by around 20 or so. This value depends on the size and resolution of the image the bigger the image the higher the value. Now using the same procedure, we reduce this seam as seen in (Fig.06) stage 2. in the 3D scene and testing their relationships. As our perception of everything is dependent on light, I fnd it is often helpful to establish this aspect of the 3D scene early on. This provides a good indication as to which areas will be more visible and which parts of the scene will be less so. For a still image there is no point spending time texturing an area that is barely noticeable in the fnal render. In Fig08 you can see an early light test where both scenes use exactly the same material. The top image utilises a pure white light, but as you can see, it does not refect the colour scheme of the sky nor the concept painting for that matter. To help bind the background to the geometry I therefore added yellow to the lights. This inevitably affects the way we perceive the textures and any that contain a lot of green and yellow will be enhanced. As all photographs differ in terms of the brightness and contrast, as well as the overall hues and tonal ranges, it is rare that a selection will work together without some intervention. As a result, it is necessary to use an application such as Photoshop to refne the images and ensure they relate successfully. In the upper half of Fig09 you can see the base texture that I chose for the two main walls. I decided Page 17 www.3dcreativemag.com Chapter 3 Aquarium Chapter 3: Preparing The Textures on this because it tiled well and possessed the right scale for my purposes. The colour was obviously wrong as I wanted a general, tertiary grey, so it was necessary to tone it down by way of Image Adjustments Hue/ Saturation. This, combined with altering the Colour Balance on the same menu, usually solves the problem; however, with a raw photograph that has not been prepared in any way (unlike this example), the frst port of call is usually Image Adjustments Curves and/or Levels (same menu). In Fig10 we can see two examples of unedited photos. If we imagine that the tiling issues and uneven light were fxed, the two images would still not appear consistent in terms of their brightness and contrast. In Fig11 I have altered the top photo using the Curves, Levels, Brightness/Contrast and also the Colour Balance, rendering them far more compatible. There is no formula to this process it is a question of experimenting with the above tools until you get the required results. With all this said and done, the base wall texture in Fig.09 was altered along with the building support (bottom half) so that they worked together in the 3D scene (Fig.12). Perhaps the best example of why making adjustments to base photos is vital for a 3D project can be illustrated in Fig.13. On the left is the fnal version and on the right are the same textures but mapped in their original format. There are numerous layers combined in the two maps, including dirt and rust which are the same on both, but this still conveys the importance of good preparation. The stone work in the fnal render has had the blue toned down and the two metal areas, which were initially blue and pink (along with the rivets from another photo), have been made more consistent and more closely resemble the concept. I hope in this tutorial I have shown the importance of using tools such as the Offset Filter and the various Image Adjustments and also how the transition of photos into textures is a crucial stage in the 3D pipeline. In Chapter 4 we will cover mapping and unwrapping and explain how these methods enable a greater control over the texturing process. We will focus on the different mapping techniques, such as Planar and Cylindrical, and show how mapped geometry can be duplicated to save valued texture space. The tutorial will conclude with a look at how the unwrapped geometry can then be exported into Photoshop as a wireframe guide, in readiness for the actual texturing.
Richard Tilbury For more from this artist visit: http://www.richardtilburyart.com Or contact them: rich@3dtotal.com Chapter 4 Preparing the Textures This chapter will focus on Photoshop and more specifcally, the job of preparing textures, including painting out seams and making images tileable. Resource fles for this eBook are within the Aquarium eBook download folder Page 19 www.3dcreativemag.com Chapter 4 Aquarium Chapter 4: Mapping Introduction In this part of the tutorial Part 4 I will cover the basic method of UV-mapping on polygons inside Maya, and I hope this will be of good use to those of you who are following this tutorial series. In Maya, the general methods of mapping in use today are Planar Mapping, Cylindrical Mapping, Spherical Mapping and Automatic Mapping; you can fnd these under Menu > Create UVs (note: after Maya 8.5 there are some changes to this menu). I will introduce these mapping methods together with the UV Texture Editor based on this scene (Fig.00). When we are working on UV-mapping, we will usually apply a chequered map to our object. Inside Mayas Material Editor, you can easily fnd a chequer under the 2D Textures section just apply it to the colour section of the Maya shader and choose your favourite colour (Fig.01). By default, under Hardware Texturing, the Texture resolution will be set to low, and this will make your chequer appear blurry inside your scene just switch it to a higher level in the drop-down menu: Hardware Texturing > Texture resolution > Choose either /Low/Medium/ High/Highest, depending upon your personal requirements. Planar Mapping This is a common mapping method which is a projection method based on the direction of the axis. Here is an example of planar mapping on the foor (Fig.02). We can see that the foor has lots of gaps in it which are facing different directions. After hiding those objects which are currently not in use under Display > Hide > Hide Unselected Object we will frst of all do a Page 20 www.3dcreativemag.com Chapter 4 Chapter 4: Mapping Aquarium general Y projection on the foor (Fig.03), and after this we will select only those faces which have a different direction and then do another projection followed by the direction of the axis, sewing the separated UV pieces together by selecting those edges inside the UV Texture Editor (Polygons > Sew UV Edges > Move and Sew UV Edges). Here is something I need to mention: if those UVs didnt have an obvious distance inside your scene, after a single direction of projection we can use the Relax UVs option inside the UV Texture Editor to separate those overlapped UVs without doing another direction of projection (Fig.04). For example, inside the UV Texture Editor we select the border of the UV faces by going to Select > Select Shell Border and then to Polygon > Relax, checking Pin UVs and Pin selected UVs to relax those UVs of edges between the gaps on the foor. Automatic Mapping Automatic Mapping is the second method I will introduce; this is a projection method based on a number of planes from different directions at one time. It is a useful method for those objects with an irregular direction of faces, but it can also be a very quick and useful way to do on object with a regular face. Here is the frst example, using automatic mapping to do a projection on the wall and sew those UV edges inside the UV Texture Editor. By default, six planes automatically give you a good projection on an object with regular faces (Fig.05). After projection, you will see the UVs are nicely laid out without overlapping inside the texture editor, and we will then use the Move and Sew UV Edges tool to sew those separated edges by selecting them, or we can alternatively use the Cut UV Edge tool to separate some edges (Fig.06). The second example here is to do a projection on the fgure relief on the wall. Here you can see the different results between less distortion (Fig.07) and fewer pieces (Fig.08). Less distortion helps you to keep your UVs in correct Page 21 www.3dcreativemag.com Chapter 4 Aquarium Chapter 4: Mapping proportion, but leaves you with more separated pieces that need to be sewed; fewer pieces helps you to keep your UVs in obviously fewer pieces, but those UVs will be distorted if the object has extremely irregular faces. You can use a higher number of planes to avoid distortion or use the Relax UVs tool to smooth out distorted UVs it depends on the situation. Here is an example of using the Relax UVs tool and the Smudge tool (available after Maya version 8) to smooth out those distorted UVs (Fig.09). Cylinder Mapping Cylinder Mapping is the third method I will discuss here. The basic idea of projection is similar to planar mapping, but with a cylinder shape as your projection shape. Here is an example using the roof of the walkway. After projection, you will fnd a new section name after the projection name inside the Attribute Editor of your object. From there you can start to change the direction of your projection, or height, for a better ft on your object. These options refer to the projection tool that you see in your viewport (Fig.10). We can see the roof of the walkway has exterior and interior faces you can select those faces separately and do another projection, or separate the faces inside UV Texture Editor with the Cut UV Edge tool and sew them back together after repositioning (Fig.11). Usually, when we are working on a symmetrical object, we will cut away one side of the object and mirror the geometry after the UV texture maps have been laid out nicely this will save you a lot of time without repeating the same process (Fig.12 13). Page 22 www.3dcreativemag.com Chapter 4 Chapter 4: Mapping Aquarium Spherical Mapping The method of Spherical Mapping is the same as cylinder mapping, but uses a sphere as the projection shape. For the purposes of this tutorial, I didnt fnd any suitable objects with which to introduce this method to you, but you can certainly experiment with it on other objects if you fnd they ft better with this method! Mixed Method Mapping Here I will use the tower as an example to introduce a mixed method of mapping onto one object. The tower has different kinds of shapes and some duplicated object; lets focus on the main shape of tower (Fig.14). Do an automatic mapping to layout the UVs, and then select only the faces on the roof. Do a Y- axis plane mapping, repeat this method on those faces below, select the faces of the upper neck of the tower and perform cylinder mapping (Fig.15), using the Relax tool to smooth out the overlapped UVs. After relaxing the UVs you can use the UV alignment tool to line up some of the UVs which are out of position (Fig.16). After all the main mapping is done, simply sew and reposition the rest of the UV pieces (sometimes it is not necessary to sew all the UV pieces together, because we can get a seamless texture with the help of Photoshop tools) and at the end, adjust all the UV pieces with the help of the chequer to get them at the same scale and ftting inside the UV bounding box for later exportation into Photoshop (Fig.17). Coming to the part of the fencing, we can just perform automatic mapping again here to layout the UV map; later we will apply a seamless texture onto it. Page 23 www.3dcreativemag.com Chapter 4 Aquarium Chapter 4: Mapping out our object, but at the same time the UVs will become complex and it may be hard to layout the UV. If you know the form of your object, it will be easier to map the object before applying the Smooth tool on it. First do six planes of automatic mapping on the fsh head before smoothing it, and the UVs will be laid out separately inside the UV Texture Editor (Fig.19). Then cut the fsh head in half and place those separated UV pieces in the correct position, and start to sew some pieces without strong distortions. In between, the process of using the Smudge and/or Relax tools can help to relax some distorted UVs (Fig.20). After all the separated UV faces have been sewed, simply duplicate the geometry, scale the related axis to -1, and combine them together inside the Texture Editor. Select all the UV faces of the duplicated geometry and fip them in a horizontal direction, using the Move and Sew UV Edge tool to sew the duplicated UV faces of geometry (Fig.21). Between Modelling & Texturing In the fnal section of this tutorial, I will use the big fsh head as an example of automatic mapping, and the process between modelling and texturing. Usually, when were modelling an organic form (Fig.18), we use the Smooth tool to smooth Page 24 www.3dcreativemag.com Chapter 4 Chapter 4: Mapping Aquarium After the UV map has been nicely laid out, start to smooth the geometry. Inside the Smooth tool options, by default Smooth UV will be checked. This will smooth the UV together with the geometry (Fig.22). After the object has been smoothed and its almost done and dont forget to place your UVs inside the bounding box use the Polygon > UV Snapshot tool to create the UV map for Photoshop. You can choose .tif or .tga as your export format, and Maya works with textures in squares 1024 x 1024 pixels will be enough for our current use (we will cover some of this topic in a later part of this tutorial series).
Final Conclusion So you can see that all of these mapping methods in Maya have no magic in their processes! You need a lot patience to layout the UV maps, and most of the time you need to take care over the usage of your resources when working on a complex scene. Sometimes youll keep some UV faces out of the bounding box or delete them when they wont be seen inside the camera angle, in order to get full use of the texture resolution (for example, the backside of the wall or the bottom of the fsh head). If there are any empty spaces inside the UV bounding box then you can try to combine difference geometries together (when they have the same scale inside your scene) by using the same UV map. Use the UV map wisely and it will give you better results in terms of resolution and rendering time (we will cover this topic in a later part of this tutorial series). Its a puzzle, so dont forget to choose your favourite colour for the chequer map! Tiong-seah Yap For more from this artist visit: www.schokoladenmann2plus3.blogspot.com/ Or contact them: tiongseah.yap@hotmail.com Resource fles for this eBook are within the Aquarium eBook download folder Chapter 5 Texturing Principles This chapter will focus on texturing principles and will cover texture resolution, bump specular and normal maps along with combining textures. It will also cover using masks and adding dirt and grime Page 26 www.3dcreativemag.com Chapter 5 Chapter 5: Texturing Principles Aquarium map will be 512x512 pixels, but it will be good to create a bigger texture map than this in case we need it for some reason. From the Texture Editor we can see a square bounding box; all our UVs are placed inside this square you can certainly use non-square textures, but if you the resolution based on our camera angle. First of all, we can see that the wall takes up almost 90% of the height of our camera frame, meaning it will be around 430 pixels (Fig.02). Maya will be working with our texture map in square multiples of 64 (a square image), so our texture Introduction In this part of the tutorial I will introduce the basic idea of creating texture maps for objects using Maya and a 2D programme, such as Photoshop. When we are texturing, there are some key points that we need to ask ourselves. What is the fnal output resolution of our image? Is the camera going to move? What kind of results are we expecting? I will cover some of these basic ideas in this part of the series. Reviewing the 2D Concept As part of this tutorial series we have been given a 2D concept to assist with the texturing of the 3D scene (Fig.01). If we review the 2D concept, we can understand the selected camera angle, and from here we can get a rough idea of the scale of the objects inside the scene, and an idea of the overall texturing of said objects. First of all, well set our fnal image render to be a 640x480 pixel still image. The camera wont go too close to any object inside the scene, and so with this in mind we can decide upon the resolution of our texture maps. The cliff in the background and the sky will both be done in Photoshop, and fnally well need to take care of the lighting situation. We can get a basic idea of the lighting from the concept image; well need a spotlight in the scene for the area around the balcony and the relief on the wall from there we will have an idea of the texturing priorities. Texture Map Resolution When it comes to creating texture maps in Photoshop, the common question is the resolution of the texture maps. As Ive already mentioned, if our fnal output is 640x480 and the camera wont be going too close to any of the objects inside the scene, we can decide on Page 27 www.3dcreativemag.com Chapter 5 Aquarium Chapter 5: Texturing Principles do some test renders you can see that square and non-square textures use the same amount of memory (so this is a note on the usage of memory when youre working on a texture map). Creating Different Texture Maps Creating Texture Maps for the wall in Photoshop In this section, we will create our texture maps Diffuse, Bump and Specular based on the UV snapshot in Photoshop. a. Diffuse Map First of all, we import the UV snapshot of the wall from Maya into Photoshop (Fig.03). 1 - From the beginning we will create a base layer of the texture (TTexV3_R2-Grey20). Scale the texture map to get the correct scale of the texture, following the 2D concept painting (Fig.04). Duplicate the base layer (Layer > Duplicate Layer) and reposition the duplicated layers until they suffciently cover the whole canvas. Merge all the duplicated layers (Layer > Merge Down (or Ctrl + E)). Add in the second and third texture map, too (TTexV3_R2-Yellow10, TTexV3_R2-Normal02), blending them with the Overlay and Hard Light options. Create a mask, by clicking on the add layer mask button at the bottom of the Layers menu, to mask out the edge, using the Gradient Tool to give variation to the wall texture (Fig.05 & Fig.06). 2 - Once the basic layer has been created we can start adding some dirt texture maps (TTexV3_R2-dirt03, TTexV3_R2-Green-07b, TTexV5_R2- tile02heavy14) using Image Adjustments > Invert to invert one of the texture maps that we think will be suitable for the dirt on top of the wall. Using Edit > Transform > Flip Vertical we fip the duplicated texture map for the bottom (Fig.07), and then blend them with the Multiply and Overlay options, masking out some parts of maps again with the Gradient tool (Fig.08). 3 - Create an empty layer with the Overlay blending mode and start to paint some washed-out effects on the wall with an Airbrush Pen, using a green or light-yellow tone. Examine the results and then adjust the opacity to achieve better blending into the background (Fig.09). 4 - Add some crack texture maps with the Multiply blending mode (TTexV2_R2-dirt05, TTexV2_R2-Stone03). Erase some parts of the Page 28 www.3dcreativemag.com Chapter 5 Chapter 5: Texturing Principles Aquarium original map to achieve natural looking cracks, and then, using a Hard Round brush and the Eyedropper tool, pick colours from the original map and start touching up some parts of the cracks, as needed (Fig.10). 5. During this process we should be constantly reviewing the 2D concept painting and we will be adjusting the Saturation, Levels and Colour Balance of each layer, to achieve the best representation of the original concept (Fig.11). b. Bump Map Here we will create the bump map based on the colour map just created. First, duplicate the colour map group and Adjustments > Desaturate all those layers. Re-adjust some of the layers opacity and delete the washed out layer that we created before (this is not necessary in a bump map). Create a new layer and paint some gap lines on the wall (Fig.12). c. Specular Map We will now create a specular map based on the bump map just created. First, we will duplicate our fnished bump map by going to Select All and Edit > Copy merged, using Image > Adjustments > Levels to increase the contrast. We can paint some extra highlights by adding a new layer (Fig.13). Because of the similarities between materials, we can use a similar method and texture maps to create the texture maps for the foor, the relief fgure on the wall, and the fsh head on the foor. Creating Seamless Common Texture in Photoshop Sometimes we will use some seamless textures to cover up parts of objects which are less important or too small to see in our scene; for example the metal fence, water pipes on the wall or the relief on the balcony. If they are too far away from the camera view then its not necessary to give them a very detailed map. If our texture map is not seamless, we will have to apply it to a shader and repeat it they will look like tiles. In this section, I will introduce how to create a seamless texture map for our scene, using Photoshop. Creating a Seamless Common Stone Texture 1. Based on the same texture used before, we will create a seamless stone texture for common Page 29 www.3dcreativemag.com Chapter 5 Aquarium Chapter 5: Texturing Principles which allows you to create some layered textures, similar to the one we did in Photoshop. With layered textures we can combine different texture maps together in different ways, using the blending modes and alpha masks. I will introduce this way of creating layered textures for the roof of the sky-bridge. 1. First we will connect the Layered Texture to the Colour section of a blinn material (use your mouse to click and drag to the colour section). As you can see, by default the Layered Texture Attributes has only one green box inside it; if you click on the empty space beside it, another green box will appear. Lets create three layers for the colour section, and overlap those layers from left to right. 2. Lets create a base layer texture (TTexV3_ R2- Red04) and repeat each UV twice (2D Texture Placement Attributes) (Fig.19). Click on the middle green box and load another dirt texture (TTexV3_R2-Red10b) for the colour section, and, using the Multiply blending option and the Alpha set to 50% (Fig.20), these two layers blend together, similar to the method utilising Photoshop. You can use different resolutions of texture maps. At the end we use. Following on from the basic texture already created, we apply a Filter > Other > Offset with the Wrap Around option, and enter half of the resolution of the image inside the Horizontal/ Vertical section. After weve applied the offset flter (Fig.14) we will see a cross in the middle of the image we will use the Clone Stamp tool to solve the problem by cloning the texture. 2. Select the Airbrush Pen as your Clone brush, and set the Opacity to 90% and the Flow to 50%. Pressing the Alt key on your keyboard you will see the cursor change to a target symbol; from here you can select the source you would like to clone by clicking on it. After releasing the Alt key, you can start to clone the texture by painting over the hard edges (Fig.15). After all the hard edges have been covered up with the Clone tool, we can duplicate the layer, desaturate it, and adjust the Levels to create a bump map and a specular map (Fig.16). With the same method, we will create another common, dusty metal texture for the metal fence on the sky-bridge, and for the drain gate on the bottom of the wall (TTexV2_R2-Metal17). Here are two examples of when we apply our seamless texture maps to our objects in Maya, and repeat the seamless map by multiplying the UV inside the 2D Texture Placement Attributes section (Fig.16 & Fig.17). Creating Layered Textures in Maya In Maya > Hypershade you can fnd a utility under the Other Textures section, called Layered Textures (Fig.18). This is a utility will apply another texture on the third layer (TTexV3_R2-Blue09), but this time we will apply an extra alpha map to it (TTexV5_R2- tile02medium_08 adjust the Levels with Photoshop), blending with the Over option. Because were using a jpeg as the alpha map, the Alpha Is Luminance option needs to be checked (Fig.21). 3. This is the basic network with layered textures for the colour section. With the same method we will apply a bump map and specular map to the shader. As you can see from the Layered Textures utility, we have the opportunity to control the use of each layer and texture map, without using a large single texture map (Fig.22). With different kinds of combinations you will be able to create a lot of different texture maps. Loading Texture Maps in Maya After all the texture maps have been created in Photoshop, its time to connect them inside Maya. In this section, I will give you an example of the network connection using those texture maps just created. Page 30 www.3dcreativemag.com Chapter 5 Chapter 5: Texturing Principles Aquarium our scene. In the next part of this tutorial series, we will also discuss how the lighting/shadows affect our scene. Tiong-seah Yap For more from this artist visit: www.schokoladenmann2plus3.blogspot.com/ Or contact them: tiongseah.yap@hotmail.com There are different basic materials inside Maya for example Blinn, Lambert, Anisotropic, Phong, etc. All of these shaders have different options for some basic uses of different types of objects; for example, the Lambert shader is for objects without specular highlights, and Anisotropic for objects with grooved surfaces. (You can fnd a detailed description in the Maya help fles.) In this scene, we use a Blinn for most of our objects. Inside a blinn material we load our colour map (diffuse map) in the colour section by clicking the small box beside it. A menu will pop up, and in it we will select 2D Textures > File, as the texture placement method (Fig.23). With the same method, we will load our bump map under the Bump section and specular map under the Specular Roll Off section. Inside the Bump section, you will fnd 2D Bump Attributes > Bump Depth which you can use to control the amount of the Bump effect; by default it will be set to 1. Besides this, you will see some options inside the Blinn material for example Refection, Specular, Colour and so on (in the next part of this tutorial series I will cover this in the rendering) (Fig.24). Final Conclusion Texturing is like a balancing game, it depends on where you stand. You will need to increase or decrease some details on some texture maps to achieve a better overall look in the fnal image, with a combination of lighting and shadows. Imagine how you would like to see the fnal image and this will help you to create your texture maps its similar to painting, only with different tools. At this point we have set up all the textures for our scene (Fig.25), and in the next part of tutorial we will be good and ready to do the frst render of Chapter 6 Lighting & Rendering The fnal chapter will discuss lighting and rendering techniques and show how a simple lighting rig can be set up, along with different render passes ready for a fnal composite in Photoshop. Resource fles for this eBook are within the Aquarium eBook download folder Page 32 www.3dcreativemag.com Chapter 6 Chapter 6: Lighting & Rendering Aquarium will give us a higher quality of shadow (in multiples of 64); however, at the same time it will also increase the render time. First, lets set it to 512, and the Filter size will allow us to smooth the edge of the shadow. 2. For the Fill light and Backlight, the settings are almost the same; the only difference is that we dont use shadows for both of these two lights, and the intensity will be set it to 0.1 for both of them (Fig.02). 3. We can see the backlight is placed under the foor, and this will block out our backlight for the scene. To avoid this we can just break up the connection between the backlight and the foor. To do this, lets select our backlight and the foor, go to the main menu and select Lighting/ Shading > Break Light Links; this will break up the connection between the two objects (Fig.03). Under this menu youre also able to break up some object shadows. 4. After the basic lights are set up, lets create a camera (Create > Cameras > Camera), switch the view to our created camera inside our View port (Panels > Perspective > Camera1), and usually set up a basic 3-point lighting system for a scene. A key light simulates our main light source, and a fll light/backlight helps to light up the dark area (Fig.01). A. Depth Map Shadow 1. In this 3-point lighting setup example, we use three spot lights for our scene. If we switch to the Attributes Editor of our spot light, the two key sections we are focusing on are Spot Light Attributes and Shadows. Inside Spot Light Attributes we have a Colour section, to control our light colour. If you click on the white colour box, a Colour Chooser menu will pop-up for us to select the colour we want. Lets pick a warm colour (H50, S0.14, V1) to simulate sunlight. The Cone Angle section allows us to control the size of the light, so lets set it to 80. A higher value in the Penumbra Angle section can soften the edge of the light, so lets enter a value of 8 here. The Dropoff value of 3 is to control the width of our light being cast on the scene. Go to the Shadows section, and in Maya there are two types of shadows provided: Depth Map and Ray Traced shadows. Well start by using the Depth Map Shadows for our scene, and in the Resolution section a higher value of Resolution Introduction In the fnal part of this tutorial, I will introduce the basic idea of how to set up the lighting in our scene and render the image for a fnal composition. When it comes to the rendering, it is always related to time, and you will discover that every object/light/shadow inside your scene can cause different render times. To fnish up at the end, we will composite our render in the post-production stage. Different Methods to set up Lighting You can fnd a detailed description in Mayas help fle for every type of light available in Maya; here I will introduce some basic methods of lighting setups for our scene. 3-Point Lights If we dont use an advanced lighting system, like Final Gather/Global Illumination, wed Page 33 www.3dcreativemag.com Chapter 6 Aquarium Chapter 6: Lighting & Rendering make our Resolution Gate (View > Camera Setting > Resolution Gate). This makes it easier to preview our render frame; well move our camera angle by following our 2D concept image as reference. Once the camera is set up, lock the camera movement to avoid any unnecessary modifcations. Under the Channels menu, with our camera selected, lets select all the Translate XYZ/Rotate XYZ sections and right-click on any one of them. A menu will pop- up, in which we want to select Lock. From now we will no longer be able to move or rotate our camera (Fig.04). 5. Coming now to the part of render settings, lets click on the Render Setting icon at the top of our menu, and inside the Render Setting windows, lets select Maya software as our render, and a preset Intermediate Quality under the Quality section (a higher number of shading samples provide less noise in the render quality, but this also causes longer render times). Under the Common section well set our Image Size to 800x600 pixels (Fig.05). 6. Once everything is set up, lets click on the Render Current Frame icon (the second on the with the Maya software renderer. So lets try to render our image with the Mental Ray renderer. When we open the Render Settings window, lets change our renderer to Mental Ray (Render using > Mental Ray). Lets use Production Quality under the Preset Menu. With the Production Quality, in this menu, in the frst section, were focusing on the sample quality a Min 0 to Max 2 Sample Levels is enough to provide good quality without obvious noise in the render. 3. The Raytracing section is where youre able to control the accuracy of Refection, Refraction and Shadows. The higher the number, the more accurate the result, but the render time will also take longer. If you open the attribute of any one of your materials, youll fnd the Raytrace Options. Under this section we are able to control the refection information of each material separately; this is helpful to avoid the unnecessary render times. For example, we will change the Refection Limit to 2 (by default its right of the Render Settings icon). From our render results (Fig.06 Fig.08) we can see the different qualities of the shadows affected by the resolution of the depth map. Once the resolution goes higher, the render times also start getting longer, too. B. Raytrace Shadow 1. Raytraced shadows provide an accurate shadow and are able to cast shadows through transparent objects, such as glass, but the render times are again much longer. Under the Raytrace Shadow Attributes, we can use the Light Radius to control the softness of the shadows edge. Higher Shadows Rays can decrease the noise of the soft shadow; Ray Depth Limit allows us to control the amount of the shadow casting through the transparent object. 2. One important note about the Raytrace Shadow is that Mental Ray rendered raytraced shadows are much faster than those done Page 34 www.3dcreativemag.com Chapter 6 Chapter 6: Lighting & Rendering Aquarium set to 1) for our Floor Material. Going back to the Render Settings window, lets set a value of 2 for Refection and Shadows under the Raytracing section (Fig.09 & Fig.10). After all the basics have been done, lets click again on Render Current Frame. 4. Once our render is fnished well notice the shadow inside our scene appears much more accurate when compared to the Depth Map Shadows (Fig.11). Dome Light (Simulating Environment Lighting) 1. Well use a so-called Dome light to simulate an outdoor environment lighting setup. With the Dome lighting method we create lots of lights to surround our scene in order to simulate a complex sky lighting condition, with an additional spotlight to act as the direction of our sun. 2. First well create a spotlight and set the Cone Angle to 70, the Penumbra Angle to 10, and the Intensity to 0.02. Turn on the Ray Trace sky. Lets open a sky image (text_V3_r2 / Sky _04), and in the Render View windows (File > Open Image), with our sky image open, lets select each of our spot lights inside the scene and use the colour chooser to change the light colour randomly from the selections made on our sky image, until all the spot light colours have been chosen. Once thats done, its time to render (Fig.14). Well keep our previous settings (Mental Ray) for the render (Fig.15). Rendering with Final Gather (Mental ray) In this last part covering lighting methods, well use Final Gather in Mental Ray to render our image. With a simple lighting set up, its usually hard to simulate light in the real world. In our world the light comes from different directions and is cast onto our object with different colours. Final Gather will produce the highest-quality lighting for our scene, but at the same it will take the longest to render. 1. First of all well create a sphere and scale it until it covers up our entire scene. Well cut off half of the sphere which is facing the bottom of our scene and then we need to create a spot Shadows. Once the spot light is created, from the side view, start to duplicate and re-position the duplicated spot lights to create a curve shape over the top of the scene (Fig.12). 3. Lets create a group for our spot light and set the pivot to the centre of the group (Modify > Centre Pivot). Keep duplicating the group of the spot light and re-positioning them until they become a sphere shape covering the entire scene. 4. Once our Dome light is created, well create another spot light and set the Intensity to 0.7, the Cone Angle to 80, and the Penumbra Angle to 15. This will be treated as the sun inside our scene, so once again lets give it a warm colour. We now need to create another two fll lights and place them under the foor. Break up the link between these two fll lights with the foor (Fig.13). 5. The last thing to set up in our scene is the simulation of the colour of the environment Page 35 www.3dcreativemag.com Chapter 6 Aquarium Chapter 6: Lighting & Rendering programme, such as Photoshop. However, there is an issue with the Render Pass option between Mental Ray and Maya, and to solve the problem of the Mental Ray render passes youll be able to fnd a free MEL script, called Mentalray Render Pass Toolkit, on Highend3d, which has been provided by Mr. Tran Vu Linh. I wont go beyond my ability to try and explain the usage of this MEL script, but for those of you who are interested I suggest you visit the Highend3d website for details. In this section, I will introduce the basic idea of render passes using the Maya software renderer. So frst of all, lets select all the objects inside the scene, and on the bottom right hand side of the Maya programme, youll be able to fnd a menu for Display and Render. Lets switch to the Render display layer, which by default is empty, and once we have all our objects selected, click on the last icon at the top of the menu (Fig.20); this will create a new layer for all the selected objects. Lets rename it Diffuse by double-clicking on the default name, Layer 2. If we right-click on the layer, a menu will pop up, and under the Preset we will able to assign a Diffuse pass for our layer. Repeat all of these steps and assign another layer for the Specular, Shadow and Occlusion layers. light and use it to simulate the sun and create the highlight inside our scene (Colour: picked from the image, Intensity: 0.7, Clone Angle: 80, Penumbra Angle: 15, Dropoff: 25) (Fig.16). 2. Inside the Hypershade we will create a Surface Shader and load the sky image we used before (text_V3_r2 / Sky _04) to the colour section. Apply this Surface Shader to the sphere we created and switch to the Hardware Texturing view option by pressing key number 6, followed by the image. Rotate the sphere so that its where that the sun should be coming from, and at the same time, place the spot light in the same direction as the sun, inside the image (Fig.17). 3. Inside the Render Setting windows, we need to turn on Final Gather by checking the Secondary Effects > Final Gathering. Under the Final Gather section, well set the Accuracy to 500 rays a higher number of rays means a better quality of lighting as a result, but at the same time note that the render time will also increase; most of the time a maximum value of 1000 - 1500 will be good enough for a fnal render (Fig.18). The Scale section is for us to control the brightness of our environment: click on the colour bar, and a Colour Chooser will appear. Lets set the V to 1.8. Final Gather gives us smoother lighting and richer colour in the render result (Fig.19). Multi-Pass Rendering Usually wed do a multi-pass render for our scene; for example diffuse, shadows, specular and occlusion, because this makes it easier for us to process the renders in a post-production Lets focus on the Occlusion Layer: once the Preset > Occlusion is applied, our objects inside the scene will turn black. This is because an Occlusion shader was automatically applied to our objects. When you click on any object inside the scene, a shader is connected to the Out-colour section of Surface Shader inside the Attribute Editor. Lets click on the connected Out-colour symbol; this will lead us to the Occlusion shader. Under the Occlusion shader we will adjust the Spread to 1.8 and the Max Distance to 3.6 (double the value of the Spread). Finally, set the Sampler to 32; this will decrease the noise of the Occlusion Layer something we need to do a test rendering for in order to get the value of those sections in a different scene (Fig.21). Once all the layers are created, by default an R will appear at the front of each layer, and this means the layers are renderable. So lets open the Render Setting windows and set the image format to Targa or Tiff, because both of these formats include an Alpha Channel. Set the Renderable Camera to Camera 1. By default, Maya will render out each layer and save them under the name of the layer we created inside our project path. Now well do a Page 36 www.3dcreativemag.com Chapter 6 Chapter 6: Lighting & Rendering Aquarium us to import our previous 2D images sky as our background. Add a highlight from the suns direction, and fnally apply a Levels and a Hue/ Saturation layer to do a fnal adjustment on the contrast and saturation of the image (Fig.23). The beneft of multiple-pass rendering is that it allows us to control each layer separately, and at the same time this can save us a lot of time without the need to re-render the entire scene when only one of the layers may need to be changed. Final Conclusion Rendering is always related to time; it can vary from fve minutes to fve hours to render one single frame. Different kinds of setups provide different kinds of results. Most of time we need to choose between the quality and the time 24 hours for only a single frame doesnt really mean anything, but 24 minutes for each frame of 100 will become another story. How to get a good balance is always an important factor of 3D rendering. And on this fnal note comes the end of the tutorial. Many thanks once again for reading and following this series, I hope it has been helpful. Aquarium Creating a Complete Scene from Concept to Render Specializing in Aged & Weather Textures Tiong-seah Yap For more from this artist visit: www.schokoladenmann2plus3.blogspot.com/ Or contact them: tiongseah.yap@hotmail.com Batch Render for each of our layers, so lets go to Render > Batch Render and Maya will send out our fles for rendering until fnished. Post-Production in Photoshop Once our multiple layers are rendered, we will open all of our layers up in Photoshop (Fig.22). First of all, the Diffuse layer is our basic layer, onto which we will start to load the Specular layer and blend it with the Colour Dodge layer blending mode, setting the opacity to 50%. For the next layer, blend the Shadows layer with the Multiply layer blending mood option, and change the Levels of the layer to make it a little darker, along with a Colour Balance adjustment to make the shadows a little more blue-toned. At the end, well then blend in the Occlusion layer with the Multiply blending mode, and set the opacity to 50%. After all the layers have been correctly merged, create a group for all these layers and apply a mask to mask out the sky; this will allow Resource fles for this eBook are within the Aquarium eBook download folder for more products in our range visit http://www.3dtotal.com/shop : volume 3 Alon Chou Damien Canderl Gerhard Mozsi John Wu Laurent Pierlot Levente Peterffy Marek Denco Neil Blevins Nathaniel West Matt Dixon Buy the book to see just how they create their incredible imagery! Hardback 21.6cm x 27.9cm in size 288 Full Colour premium paper pages Features 60 of the finest digital 2d and 3d artists working in the indusrty today, from the likes of: Available Now Only! UK - 32 USD - $64 EUR - 49 for more products in our range visit http://www.3dtotal.com/shop : volume 3 Alon Chou Damien Canderl Gerhard Mozsi John Wu Laurent Pierlot Levente Peterffy Marek Denco Neil Blevins Nathaniel West Matt Dixon Buy the book to see just how they create their incredible imagery! Hardback 21.6cm x 27.9cm in size 288 Full Colour premium paper pages Features 60 of the finest digital 2d and 3d artists working in the indusrty today, from the likes of: Available Now Only! UK - 32 USD - $64 EUR - 49 Introduction: The original character of the Swordmaster was created by Seong-wha Jeong and we had 3DTotals in-house 3d artist Richard Tilbury, re-create the character in 3dsmax as well as create the textures in Photoshop, in our new precise, step-by-step tutorial for highly polished, low polygon game character with detailed texturing for real-time render- ing. We have also converted the tutorials into Cinema 4D, Maya, Lightwave and Softimage platforms. Even if you are not a user of one of them, the principles should be easily followed in nearly all other 3D applications. The Swordmaster tutorials is spread over 8 Chapters which outline, in detail, the process for creating the Swordmaster below are the details. for more products in our range visit http://www.3dtotal.com/shop Chapter 1: Modelling the Head Chapter 2: Modelling the Torso Chapter 3: Modelling the Arms & Legs Chapter 4: Modelling the Clothing & Hair Chapter 5: Modelling the Armour Chapter 6: Mapping & Unwrapping Chapter 7: Texturing the Skin & Body Chapter 8: Texturing the Armour & Clothing image by Seong-wha Jeong Downloadable Tutorial EBook Introduction: Michel Rogers famous Joan of Arc tutorial re-written for Maya by Taylor Kingston, Cinema 4D by Giuseppe Guglielmucci & Nikki Bartucci, Lightwave by Vojislav Milanovich and Softimage by Luciano Iurino and 3DCreative Magazine.com. If there has been one single tutorial that has educated and inspired more budding 3d artists than anything else, this complete step by step project by Michels must be it. The community is in debt to him. for more products in our range visit http://www.3dtotal.com/shop These 120 plus page, Downloadable PDFs are designed for ease of use to help beginners and intermediate level of artist alike in the creation of a female character. The tutorial takes you through the process of modelling, texturing and mapping to fnally adding bones. Chapter 1: Modeling of the Body - Body Chapter 2: Modeling of the Head - Head, Ear & Assembly Chapter 3: Modeling of the Accessories - The Sword & Armour Legs Chapter 4: Modeling of the Accessories - Armour Bust, Hair & Glove Chapter 5: Modeling of the Accessories - Accessories & UVW Mapping Chapter 6: UVW Mapping - Sword, Clothing, Armour & Body Chapter 7: Texturing & Hair - Eyes, Skin & Hair Chapter 8: Bones & Skinning - Bases, Hierarchy & Skinning I m a g e