Digital Texturing and Painting
Heh, the age of the book does show a bit. I guess back then NURBS were all the rage, because up until this chapter the author never mentioned UV unwrapping and I’ve been doing it myself (NURBS come with UVs that you don’t manipulate like you do with polygon meshes). So the first part was actually about how to prepare a polygon mesh for texturing. The second part was more fun: painting textures directly onto the 3D model.
This time we approached texturing the dude’s face by starting with the bump map. Since his skin is supposed to be scaly, it makes sense to draw the scales first anyway. So after firing up Blender’s Texture Painting mode, a lot of wrist flicking ensued:
Just like painting an easter egg. Not that I ever did.
By the way, as you can probably tell I only painted one side, and it was automatically mirrored to the other side. Setting up this mirror isn’t as immediate as in sculpt mode, for example, but this tutorial at BlenderCookie will tell you how to do it. Thanks to Adrian for pointing me to it!
Oh and by the way again, remember to save. It really is a pain to come back the morning after and realize a lot of work from last night is gone. “But I saved my file!” Yeah, me too. Not the image file though. Saving your blend file (Ctrl-S) does NOT save your image file (Alt-S on the UV/Image Editor)! Funky, I know. Don’t say I didn’t warn you. ;)
Once that was done we took it to Gimp and started the translate-from-Photoshop dance. If we used the current image as a bump map there would be sharp gouges, but we want the scales to be softly bumped. So we applied a couple of filters to get that effect: Gaussian Blur and then Value Propagate (to mimic Photoshop’s Maximum filter). Then for the color map we used a grunge map the author provides and colored it green, masked another brown layer above it to give it a slight variation, and then colored the “cracks” more brown with the help of Channels (yet another thing learned). Taking it back to Blender and playing with the influence values, here is the final result:
Not too shabby, huh?
Once again I do prefer the author’s result, but if I didn’t then probably it would have been me working on those Matrix films, wouldn’t it?
Next up we will look at procedural textures, and something tells me I’ll have to cheat a bit more… but we’ll see!
This post is part of a series on the book Digital Texturing and Painting.
You can find the base post of the series here.
Next post on the series: The Goggles (Procedural Textures)
Previous post on the series: The Tires (Displacement Maps)