Learning Texturing – Goggles

Digital Texturing and Painting

Procedural Textures

I’m back with another instalment of this series, this time using procedural textures to texture the goggles. Despite all the tweaking and tweaking and more tweaking, this was actually more fun than I thought ;) Ready for a truckload of images?

The book actually started with the strap, but since Blender doesn’t have a procedural texture type that more immediately emulates fabric, I left that to the end and went straight to the lens casing. This was supposed to be a dark rubbery material, so using the workhorse of Blender procedurals, Clouds, I went ahead and set the base for it (go ahead and open the images in a new tab if you want, a small part of them is cropped by the blog layout):

But we actually want it to be almost completely covered in sand and dust from the desert, so I used a Blend texture to work as a Stencil, and applied another Clouds texture, this time much more fine, to work as sand and dust. Result:

Then we tackled the leather mask, and what a nice surprise. The author (using an early version of Maya) was cleverly varying the colors on the mask (both on the skin and the cracks) by assigning them to other textures instead of solid colors. I thought this wasn’t possible in Blender and was trying to get the same result by using the method described above (a stencil texture). But then I noticed something I’d never noticed: we have compositing nodes, material nodes, and texture nodes! I immediately started playing with those and achieved a nice very weathered result for the leather:

Here’s the node setup:

Cool stuff huh? Next up were the lenses, which were inspired in bug eyes. I used a Brick Pattern node for these, but the limitations were obvious:

Here’s the node setup (aside from the pattern there’s a noise texture to dirty up the edges of the lenses; unfortunately I wasn’t able to make this work well):

So all that was left was the strap that I mentioned in the beginning of the post. My plan for this was to see if there was something in the Blender Material Repository that I could use, and then figure out how they made it. I actually tried manipulating the Brick Pattern to get something useful, but I failed miserably and reverted back to this plan. I ended up finding a Carbon Fiber material that looked more or less like what I wanted. Turns out it uses the Magic texture type, ha! After a few tweaks, our goggles were done:

After all the experimentation of this and the previous chapters, the next one (on the car body) starts this way:

The car body is an example of how I create 90% of my textures.

Gotta be useful ;) Stay tuned!


This post is part of a series on the book Digital Texturing and Painting.
You can find the base post of the series here.

Previous post on the series: The Face (3D Painting)
Next post on the series: Finishing


2 responses to “Learning Texturing – Goggles

  1. Jeremy Deighan July 23, 2011 at 6:41 am

    Looks great! The leather texture is definitely superb! Whatcha reading?

    Jeremy Deighan

  2. Fax July 23, 2011 at 11:18 am

    Thanks Jeremy! I’m reading Digital Texturing and Painting, by Owen Demers. I was afraid of its age and mixed reviews I’d read, but it turns out to be exactly what I was looking for: an inspiring introduction to the art of texturing and then a practical section presenting several texturing methods.

    By the way, I’ve started including useful links in the end of posts like these, so that you guys don’t have to go through the entire blog looking for related posts or info. So there’s a link to the product page (in Amazon or wherever else the product is at), a link to the base post where I usually do a quick review of the whole thing, and links to the next and previous post on the series. Hope that helps!

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