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Acknowledgments |
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Part 1 The Art and Science of Texturing |
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Chapter 1 Observing the World Around Us |
Looking at the World a Little Differently |
The Effects of Time and Weather |
The Effects of Human Interaction |
Every Surface Tells a Story |
Gathering References |
Chapter 2 Lighting Basics |
Observing Light and Its Effects |
Basic Light Options in LightWave |
Distant Lights |
Spotlights |
Point Lights |
Area Lights |
Linear Lights |
Creating Basic Lighting Setups |
The Key Light |
The Fill Light |
The Backlight |
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Part 2 The Surface Editor |
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Chapter 3 Introduction to the Surface Editor |
Opening the Surface Editor |
Edit Modes |
Filtering Options |
Loading, Saving, and Renaming Surfaces |
The Preview Window |
Edit Nodes |
Smoothing |
Double Sided Surfaces |
The Comment Field |
Chapter 4 Surface Attributes |
Color |
What Is Color? |
Using Color |
Ensuring Color Accuracy |
Manipulating Color |
Hue |
Saturation |
Brightness |
Contrast |
Diffuse |
What Is Diffuse? |
Using Diffuse |
Luminosity |
What Is Luminosity? |
Using Luminosity |
Using Glow with Luminous Surfaces |
Specularity |
What Is Specularity? |
Using Specularity |
Tinting Specular Highlights |
Anisotropic Specularity |
Glossiness |
What Is Glossiness? |
Using Glossiness |
Reflection |
What Is Reflection? |
Creating an Environment for Reflections |
Using Image World |
Using Textured Environment |
Using Reflection |
Diffuse Value and Reflection |
Activating Reflections in Your Render Settings |
Transparency and Refraction |
What Is Transparency? |
What Is Refraction? |
Using Transparency and Refraction |
Transparency, Reflection, and the Fresnel Effect |
Color Highlights and Color Filter |
Ray Trace Transparency |
Ray Trace Refraction |
Translucency |
What Is Translucency? |
Using Translucency |
Subsurface Scattering in Translucent Surfaces |
Bump Mapping |
What Is Bump Mapping? |
Using Bump Mapping |
Bump Mapping vs. Displacement |
Chapter 5 Advanced Options in the Surface Editor |
The Advanced Tab |
Alpha Channel Options for Surfaces |
Unaffected by Surface |
Constant Value |
Surface Opacity |
Shadow Density |
Special Buffers |
Corona |
Full Precision Blur |
Render Buffer Export |
Soften Reflections |
Glow |
Render Outlines |
Applying Vertex Color Maps |
Color Highlights |
Color Filter |
Additive Transparency |
Diffuse Sharpness |
The Environment Tab |
Setting Up Environments |
Reflection and Refraction Options |
Choosing Reflection Settings |
Choosing Refraction Settings |
Reflection and Refraction Blurring |
Shaders |
Built-in LightWave Shaders |
BRDF (Bidirectional Reflectance Distribution Function) |
Edge Transparency |
Surface Baker |
Fast Fresnel and Real Fresnel |
Halftone |
Interference |
Super Cel Shader |
Thin Film |
Z Shader |
Surface Mixer |
gMIL Occlusion |
Stress Map |
Third-Party Shaders |
The Difference between Shading and Texturing |
Mapping |
Shading |
Texturing |
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Part 3 Creating Textures |
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Chapter 6 The Preset Shelf |
Creating and Using LightWave Surface Presets |
Adding to the Surface Presets |
Assigning Surface Presets |
Organizing and Maintaining Your Presets |
Creating New Preset Libraries |
Chapter 7 Vertex Color Maps |
What Are Vertex Color Maps? |
Creating Vertex Color Maps |
The Airbrush Tool |
Vertex Paint |
Applying Vertex Color Maps |
Chapter 8 Procedural Textures |
Using Procedural Textures |
Seeing Procedural Textures in Your Viewports |
Texture Color and Texture Value |
Texture Scale |
Using Procedural Textures Creatively |
Using LightWave’s Built-in Procedural Textures |
Brick |
Bump Array |
Checkerboard |
Crumple |
Crust |
Dots |
Fractal Noise |
Grid |
Honeycomb |
Marble |
Ripples and Ripples 2 |
Smoky1, Smoky2, and Smoky3 |
Turbulence |
Underwater |
Value |
Veins |
Wood |
Additional LightWave Procedural Textures |
Coriolis |
Cyclone |
Dented |
FBM and FBM Noise |
Hetero Terrain |
Hybrid Multi-Fractal |
Multi-Fractal |
Puffy Clouds |
Ridged Multi-Fractal |
Turbulent Noise |
Chapter 9 Gradients |
Introduction to Using Gradients |
Input Parameters |
Previous Layer |
Bump |
Slope |
Incidence Angle |
Light Incidence |
Distance to Camera |
Distance to Object |
X Distance to Object, Y Distance to Object, and Z Distance to Object |
Distance to Pivot Point |
X Distance to Pivot Point, Y Distance to Pivot Point, and Z Distance to Pivot Point |
Weight Map |
Surface Thickness |
Working with Keys |
Creating and Editing Keys |
Value |
Alpha |
Parameter |
Smoothing |
Scale and Shift Keys |
Scale and Shift Values |
Invert Keys |
Gradient Tutorials |
Tutorial 1: Making a Velvet Surface for an Old Hat |
Tutorial 2: Snowy Mountain |
Tutorial 3: Simulating the Fresnel Effect in Glass |
Chapter 10 Using Weight Maps for Texturing |
Using Weight Maps to Control the Input and Placement of Gradients and Textures |
Creating Weight Maps and Weight Map Gradients |
Weight Map Tutorial: The LightWave Logo |
Chapter 11 Image Maps |
Conventions for the Creation of Image Maps |
Deciding on Image Resolution and Size |
Using Grayscale Images to Control Attribute Values |
Creating Image Maps for Individual Surface Attributes |
Overview of Creating and Using Image Maps |
Preparing and Using Photographs for Image Maps |
Creating Seamless Textures |
Creating and Using Images with Alpha Channels |
Only Use RGB and Grayscale Images! |
Practical Examples for Painting Image Maps |
Making a Color Map |
Making a Luminosity Map |
Making a Diffuse Map |
Creating Procedural Diffuse Textures |
Making a Specular Map |
Making a Glossiness Map |
Making a Reflection Map |
Making a Transparency Map |
Making a Translucency Map |
Making a Bump Map |
Good File Habits |
3D Paint Solutions |
Right Hemisphere’s Deep Paint 3D |
Program Overview |
Maxon’s BodyPaint 3D |
Program Overview |
Pixologic’s ZBrush 2 |
Program Overview |
Chapter 12 The Image Editor |
Introduction to the Image Editor |
Loading Images |
Replacing Images |
Cloning Images |
Preview Display Options |
The Source Tab |
Image Type |
Still |
Sequence |
Animation |
Reference |
Alpha Channel |
Interlace |
Sequence Digits |
Frame Rate |
First Frame and Last Frame |
Start Frame |
InandOut |
Post Behavior |
The Editing Tab |
Brightness |
Contrast |
Hue |
Saturation |
Gamma |
Invert |
Default |
The Processing Tab |
Chapter 13 The Texture Editor |
Layer Opacity and Blending Modes |
Using Layer Opacity |
Understanding and Using Blending Modes |
Normal |
Additive |
Subtractive |
Difference |
Multiply |
Divide |
Alpha |
Texture Displacement |
PShop Multiply |
PShop Screen |
PShop Overlay |
PShop Softlight |
PShop Hardlight |
PShop Colordodge |
PShop Colorburn |
PShop Darken |
PShop Lighten |
PShop Exclusion |
Other Options in the Texture Editor |
Invert Layer |
Texture Axis |
Reference Object |
World Coordinates |
Automatic Sizing |
Scale |
Position |
Rotation |
Falloff |
Extra Options When Using Images |
Width and Height Tile |
Pixel Blending |
Texture Antialiasing |
Strength |
Texture Amplitude |
Chapter 14 The Node Editor |
Getting to Know the Node Editor |
The Destination Node |
The Node Editor Interface |
Connection Types |
Color Connections (Red) |
Scalar Connections (Green) |
Vector Connections (Blue) |
Integer Connections (Purple) |
Function Connections (Yellow) |
Material Connections (Cyan) |
Making Connections |
2D Textures |
Bricks2D |
CheckerBoard2D |
Grid2D |
Image |
Normal Map |
Parquet2D |
Planks2D |
Turbulence2D |
3D Textures |
Bricks |
Checkerboard |
Crackle |
Crumple |
Crust |
Dots |
FBM |
Grid |
HeteroTerrain |
Honeycomb |
Hybrid-MultiFractal |
Marble |
MultiFractal |
RidgedMultiFractal |
Ripples |
Turbulence |
Turbulent Noise |
Underwater |
Veins |
Wood |
Wood2 |
fBm Noise |
Constant |
Angle |
Color |
Direction |
Integer |
Pi |
Scalar |
Vector |
Functions |
Bias |
BoxStep |
Gain |
Gamma |
Modulate |
Noise |
Sine |
SmoothStep |
Wrap |
Gradients |
Tools |
Incidence |
Thickness |
Gradient |
Item Info |
Camera |
Item Info |
Light Info |
Layers |
Bump Layer |
Color Layer |
Scalar Layer |
Materials |
Conductor |
Delta |
Dielectric |
Make Material |
Material Mixer |
Standard |
Switch |
Math |
Scalar Subcategory |
Abs |
Add |
BoxStep |
Ceil |
Clamp |
Divide |
Floor |
Invert |
Logic |
Max |
Min |
Mod |
Multiply |
Pow |
Sign |
SmoothStep |
Subtract |
Trigonometry Subcategory |
ArcCos |
ArcSin |
ArcTan |
Cos |
Sin |
Tan |
Vector Subcategory |
Add |
Add4 |
Add Scaled |
Cross |
Distance |
Divide |
Dot |
Length |
Multiply |
Normalize |
Scale |
Subtract |
Subtract Scaled |
Transform |
Transform2 |
Ray Trace |
RayCast |
RayTrace |
Shaders |
Diffuse Subcategory |
Lambert |
Minnaert |
Occlusion |
Occlusion II |
OrenNayar |
Theta |
Translucency |
Reflection Subcategory |
Ani-Reflections |
Reflections |
Specular Subcategory |
Anisotropic |
Blinn |
CookTorrance |
Phong |
Subsurface Scattering Subcategory |
Kappa |
Kappa II |
Omega |
Transparency Subcategory |
Ani-Refractions |
Refractions |
Spot |
Tools |
Color Scalar |
Color Tool |
Limiter |
Make Color |
Make Vector |
Mixer |
Vector Scalar |
Vertex Map |
Morph Map |
Vertex Map |
Weight Map |
Putting Nodes to Work |
Blending Images with Gradients |
Assigning Different Textures to Double-sided Surfaces |
Air Polys No More! |
Making Targeted Eyes |
Skin with Subsurface Scattering (SSS) |
Kappa SSS |
Omega SSS |
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Part 4 Texture Projections and Mapping |
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Chapter 15 Standard Projection Techniques |
Introduction to Standard Projections |
Planar Projection |
Using Planar Projections |
Applying an Image Using Planar Projection |
Planar Stretching/Dragging |
Blending Planar Projections |
Blending with Falloff |
Blending with Gradients |
Blending with Alpha Channels |
Cylindrical Projection |
Using Cylindrical Projections |
Applying an Image with Cylindrical Projection |
“Capping” Cylindrical Objects |
Ensuring Seamless Mapping |
Using Adobe Photoshop’s Offset Filter to Hide Seams |
Using the Width Wrap Amount Option |
Cylindrical Projection Tutorial: Applying a Label to a Soda Can |
Spherical Projection |
Using Spherical Projections |
Applying an Image with Spherical Projection |
Ensuring Seamless Mapping |
Using Adobe Photoshop’s Polar Coordinates Filter to Check Seams |
Spherical Mapping Tutorial: Applying a Texture to a Planet |
Cubic Projection |
Using Cubic Projections |
Front Projection |
Using Front Projections |
Chapter 16 UV Mapping and Editing |
Preparing Your Model and Creating UV Maps |
Introduction to UV Mapping |
The UV Editor |
Planning Your UV Maps |
Tips for Better UV Maps |
To Freeze, Or Not to Freeze? |
Multiple UV Maps in a Single Surface |
Initial Placement of Seams |
Using Parts |
UVs and Subdivision Surfaces |
Don’t Panic! |
Planar UV Maps |
Using Planar Maps |
Planar UV Map Tutorial: Unwrapping a Sword |
Cylindrical and Spherical UV Maps |
Using Cylindrical and Spherical UV Maps |
Placing the Initial Seam |
Cylindrical Map Tutorial: Unwrapping a Human Head |
Atlas UV Maps |
Using Atlas Maps |
Making an Atlas UV Map |
Atlas UV Map Tutorial: Unwrapping a Small Building |
Chapter 17 Map Transformation and Editing Tools |
UV Map Editing Tools |
General Commands |
Set Map Value |
Copy Vertex Map |
Delete Vertex Map |
Rename Vertex Map |
Clear Map |
Cull Map |
Normalize Map |
Using the UV Mapping Tools |
NewUVMap |
Make UVs — Assign UV Coordinates |
Flip UVs |
Transform UV |
WeldUV |
Heal UV |
PolyMap |
Point Maps |
Set UV Value |
Polygon Normal UVs |
UV Spider |
Guess Viewport UV Image |
Texture Guide |
Tips for Editing UV Maps Successfully |
The Necessity of Editing UV Maps |
Understanding Discontinuous UV Maps |
Using the Unweld Command |
Fixing the Annoying Subdivision Distortion Problem — Interpolation Options |
Eliminating Stretching |
Combining Different UV Maps |
Patience |
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Part 5 Animating Textures |
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Chapter 18 Enveloping Basics |
Animatable Surface Parameters in LightWave |
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Part 6 Effects Processing |
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Chapter 19 Image Filters in LightWave |
How Image Filters Work |
Using Image Filters to Enhance Surfaces |
Bloom |
Corona |
Soften Reflections |
Chapter 20 Creating Hair and Fur with Worley Labs’ Sasquatch |
Adding the Plug-in to Your Scene |
Sasquatch Features at a Glance |
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Part 7 Tutorials |
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Chapter 21 Metal Surfaces |
Metal Tutorial 1: Car Paint and Chrome Shading |
Metal Tutorial 2: Desert Eagle Pistol |
Metal Tutorial 3: Rusty Metal Textures |
Summary of Tips for Creating Metal Surfaces |
Chapter 22 Wood Surfaces |
Wood Tutorial 1: A Guitar |
Wood Tutorial 2: An Old Crate |
Summary of Tips for Creating Wooden Surfaces |
Chapter 23 Organic Surfaces |
Organic Tutorial 1: An Eyeball |
Organic Tutorial 2: A Human Face |
Summary of Tips for Creating Organic Surfaces |
Chapter 24 Natural Surfaces |
Natural Surfaces Tutorial 1: An Ocean |
Creating the Displacement Node Network |
Creating the Surface Node Network |
Summary of Tips for Creating Water |
Natural Surfaces Tutorial 2: Red Rocks |
About the Canyon Model |
Creating the Displacement Node Network |
Creating the Surface Node Network |
Summary of Tips for Creating Canyons and Rocky Mountains |
Chapter 25 LightWave/ZBrush Workflow |
Preparing Your Model for ZBrush |
Importing Objects into ZBrush |
ZBrush’s UV Tools |
Sculpting and Texturing |
Projection Master |
Rendering and Saving Displacement, Normal, and Texture Maps |
Bringing It All Together |
Chapter 26 Architectural Surfaces |
Architectural Surfaces Tutorial: Stairway |
The Model |
Surfacing the Room Elements |
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Appendix A Commonly Used Words, Terms, and Phrases |
Appendix B A Guide to Image Formats |
Appendix C Refraction Index Chart |
Appendix D Web Links |
Index |