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Texturing a Tire – Photoshop + Maya Creating the texture in ...

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<strong>Textur<strong>in</strong>g</strong> a <strong>Tire</strong> – <strong>Photoshop</strong> + <strong>Maya</strong><br />

<strong>Creat<strong>in</strong>g</strong> <strong>the</strong> <strong>texture</strong> <strong>in</strong> <strong>Photoshop</strong>, we<br />

will beg<strong>in</strong> with <strong>the</strong> bump map of <strong>the</strong> tire.<br />

Create a new file 1024X1024 and draw<br />

four black rectangles<br />

In a new layer create ano<strong>the</strong>r black<br />

rectangle, transform and distort to get<br />

this shape – <strong>the</strong>n apply a gradient map of<br />

transparent to opaque, from left to right<br />

respectively (<strong>in</strong> <strong>the</strong> blend<strong>in</strong>g options of<br />

<strong>the</strong> layer).<br />

Move <strong>the</strong> shape <strong>in</strong>to position and<br />

duplicate until you get this (you can use<br />

actions <strong>in</strong> <strong>Photoshop</strong>, or def<strong>in</strong>e a<br />

pattern). Duplicate <strong>the</strong> layer and flip<br />

horizontally, place on <strong>the</strong> opposite side.


Create this image from 3 rectangles.<br />

Repeat <strong>the</strong> til<strong>in</strong>g process as previously<br />

described; keep more distance <strong>in</strong> this<br />

case. You may use a gradient map here<br />

as well to gradually change <strong>the</strong> height of<br />

<strong>the</strong> bump map.<br />

Create a‘Y’ shape from 3 rectangles (or<br />

draw it) and complete 2 more rows; put<br />

ano<strong>the</strong>r vertical black rectangle <strong>in</strong><br />

between <strong>the</strong>m.<br />

Make sure that <strong>the</strong> image you have<br />

created has a gap of equal size ei<strong>the</strong>r<br />

side of <strong>the</strong> pattern. When assigned to <strong>the</strong><br />

surface, this area will become <strong>the</strong> ‘side’<br />

of <strong>the</strong> tire, <strong>the</strong>refore it will need to match<br />

<strong>the</strong> model <strong>in</strong> terms of scale.


Assign <strong>the</strong> bump map to <strong>the</strong> surface,<br />

mak<strong>in</strong>g sure that <strong>the</strong> pattern of <strong>the</strong><br />

<strong>texture</strong> does not stretch around <strong>the</strong> sides<br />

of <strong>the</strong> tire. This image is a render with<br />

bump map only.<br />

The tire is still very smooth; we’ll create a<br />

base bump. On a new layer, render<br />

clouds with shades of grey, <strong>the</strong>n use<br />

some filters to create a uniform bump<br />

(<strong>texture</strong>>texturizer – burlap with very low<br />

relief will do)<br />

Put this layer under <strong>the</strong> ma<strong>in</strong> bump and<br />

change <strong>the</strong> ma<strong>in</strong> bump layer blend mode<br />

to Multiply.<br />

Duplicate <strong>the</strong> ma<strong>in</strong> bump layer and use<br />

distort>ocean ripple on <strong>the</strong> new layer<br />

with a low value; change <strong>the</strong> blend mode<br />

of <strong>the</strong> top layer to multiply.<br />

before<br />

after


Us<strong>in</strong>g <strong>the</strong> bump base only, <strong>in</strong>sert text on<br />

<strong>the</strong> side (<strong>the</strong> direction will depend on<br />

your surface direction and how you laid<br />

<strong>the</strong> <strong>texture</strong>s <strong>in</strong> <strong>Maya</strong>)<br />

Make <strong>the</strong> text white – this will emboss it<br />

from <strong>the</strong> tire. Map this one to <strong>the</strong> default<br />

color for <strong>the</strong> bump.<br />

Embossed text<br />

And now we’ll address <strong>the</strong> color. Render<br />

clouds <strong>in</strong> a new layer. dark greens and<br />

browns will work here. Put <strong>the</strong> clouds<br />

layer on top of <strong>the</strong> bump layers and<br />

switch <strong>the</strong> blend<strong>in</strong>g to soft light duplicate<br />

<strong>the</strong> layer 2-3 times to get a darker result<br />

(I brightened this image for clarity)


Use <strong>the</strong> same clouds to create <strong>the</strong> color<br />

<strong>in</strong> <strong>the</strong> text area<br />

Color and bump map only. With no<br />

specularity and diffusion maps, <strong>the</strong> tire<br />

looks uniformly sh<strong>in</strong>y and diffuses <strong>the</strong><br />

light uniformly as well. We need to<br />

address <strong>the</strong>se problems.


We can create <strong>the</strong> specularity map from<br />

<strong>the</strong> bump map – reduce contrast and<br />

narrow <strong>the</strong> levels – we do not want to<br />

have a great range of specular here.<br />

Use this map for specular roll off,<br />

eccentricity and diffuse.


The hypershade graph<br />

The different maps are now connected to<br />

<strong>the</strong> appropriate attributes, you now need to<br />

adjust by chang<strong>in</strong>g <strong>the</strong> alpha ga<strong>in</strong> and color<br />

ga<strong>in</strong> of <strong>the</strong> images to get <strong>the</strong> right result


All maps laid on <strong>the</strong> tire – ray traced render

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