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3D Creative December 2015

contoh majalah 3dcreative. majalah yang menyajikan trick, tips, dan seni dari teknologi citra 3 Dimensi

contoh majalah 3dcreative. majalah yang menyajikan trick, tips, dan seni dari teknologi citra 3 Dimensi

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<strong>3D</strong>CREATIVE MAGAZINE | Texturing sci-fi ships with MARI<br />

using the grime textures provided, and go around<br />

the ship and paint the leak stains and dirt buildup<br />

in places where you would expect to find it.<br />

The key to this is not to overdo the dirt unless that<br />

is the look you are going for.<br />

Adding dirt to the specular channel:<br />

16 Before merging our diffuse textures we<br />

must first duplicate and drag our dirt and grime<br />

textures into the specular channel. We want these<br />

textures to be dull and non-reflective, so we must<br />

apply an adjustment stack and by using the HSV<br />

adjustment we can reduce the value until the<br />

grime texture is almost black. At this point it’s safe<br />

to select all of the layers and export them to your<br />

desktop. I would recommend renaming them.<br />

TOP TIPS<br />

Selecting individual parts<br />

To select the individual parts of<br />

a piece of geometry, first set the<br />

Selection mode to Face and also<br />

enable the Smart Selection mode.<br />

This is very useful for masking.<br />

Once you have a piece of geometry<br />

selected this way, you can right-click<br />

to access a menu which will enable<br />

the option to Hide Unselected and<br />

isolate the piece of geometry.<br />

Using Smart Selection mode<br />

UI tips<br />

When you open a channel stack, you<br />

can either drag the window near the<br />

edges of the workspace and a slot<br />

will automatically open, or you can<br />

simply click the little pin tab on the<br />

top-right of the box to temporarily<br />

tack the window anywhere within<br />

your workspace.<br />

Try using the pinning function<br />

Adding our dirt textures to the specular channel<br />

Making normal maps: We can make<br />

17 our normal maps by using the diffuse<br />

textures. First we need to create a new channel<br />

for the normal map, then duplicate the diffuse<br />

textures and drag them into the normal channel.<br />

As the diffuse textures are all separate, we will<br />

need to select them all and merge them into<br />

one. Then by adding an adjustment stack and<br />

selecting ‘Height to Normal’, we can right-click<br />

and export this layer to the desktop and rename<br />

it accordingly. Now the texturing is done and the<br />

model is ready for rendering.<br />

<strong>3D</strong>CREATIVEMAG.COM

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