Contents

 

Acknowledgments 

 
 

Part 1 The Art and Science of Texturing

 

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 

 

Part 2 The Surface Editor

 

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 

 

Part 3 Creating Textures

 

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 

 

Part 4 Texture Projections and Mapping

 

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 

 

Part 5 Animating Textures

 

Chapter 18 Enveloping Basics 

Animatable Surface Parameters in LightWave 

 

Part 6 Effects Processing

 

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 

 

Part 7 Tutorials

 

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 

 

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 

..................Content has been hidden....................

You can't read the all page of ebook, please click here login for view all page.
Reset
18.216.151.164