Open Modeler and load your object.
Open the Polygon Statistics window
and use it to select all polygons with
the following surfaces:
| Detail
Panel 01 |
Detail
Panel 05 |
| Detail
Panel 02 |
Main
Forward Upper |
| Detail
Panel 03 |
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You should find that the polygons shown
below are selected.
Copy (do not Cut) these polygons
and Paste them into a new layer.
In this new layer, select one of the polygons
that make up the base surface (called
Main Forward Upper) then press
] (close square-bracket) to select
all attached polygons. Now Cut
and Paste these polygons into another
new layer.
In the side view, carefully select those
polygons that are not a part of the main
curved surface (ie: they are part of bevelled
areas) and delete them. You should be
left with something like this seen in
the side view:
Press d to access the Display
Options and set the following options:
(Lightwave 5.6 users: set the display options
to hide everything except faces.)
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Set the Modeler view layout
to one single viewport showing
the top view, then maximise
the Modeler window, so that
it occupies as much screen
space as possible. It is very
important that you can return
the window to exactly this
size again in a minute, so
I recommend using Maximise
rather than manually resizing
the window.
Now press a to zoom
in to the object so that it
fills the window.
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Lightwave [6]
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Lightwave 5.6
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Press q to assign these
polygons a new surface, and
apply a suface called <whatever
you like> to them.
Now open the Surface Editor
and change the surface to
be R.200, G.200, B.200, with
100% luminosity and 0% diffuse.
Exit the surface editor and
change the top view to OpenGL
mode.
Now press Alt+PrintScreen
(usually, this is the key
above 'Insert' on your keyboard).
This will take a screengrab
of your Modeler window and
store it in the Windows clipboard.
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Press Alt+PrintScreen
(usually, this is the key above
'Insert' on your keyboard). This
will take a screengrab of your
Modeler window and store it in
the Windows clipboard. |
NB: The instructions about maximising the
window and performing the screengrab were
designed for Windows users... no offence
to you Mac and SGI (and all the other
Lightwave platforms) users, but hey, you
know how to maximise your window and do
a screengrab don't you? :-)
Now that we have a screengrab of our object,
we need to edit it, so open Photoshop.
When Photoshop has finished loading, set
the background colour to black, then press
Ctrl+n to create a new image, and
you will notice that it automatically
sets the dimensions for the new image
to be equal to the dimensions of the screengrab
we just made... convenient! Make sure
that we are creating an RGB image and
the Contents are set to Background
Color , then press OK to confirm these
settings.
After the new image appears, press Ctrl+v
to paste the screengrab into the image.
You should have an image that looks like
this (of course, the colour of the Modeler
backdrop is defined by your preferences
in Modeler, and is not important, while
Lightwave 5.6 users will have a wireframe
view, not OpenGL)
Now leave this image as it is in Photoshop
and return to Modeler.
Return the Modeler to exactly the
size it was before we opened Photoshop.
DO NOT alter the zoom of the display,
or use alt+drag to move the viewports
around.
Now swap the layers so that the layer with
only the four panels is showing.
Press q to assign a new surface,
and give this surface a colour of R.180,
G.180, B.180.
Now press Alt+printscreen to screengrab
the window.
Leave Modeler as it is. We will be returning
to these altered layers later...
Return to Photoshop and press Ctrl+v
to paste the new screengrab into the same
canvas as we were working with a moment
ago, so that the first screengrab is the
Layer 1 and the second screengrab
is Layer 2.
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Lightwave 5.6
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You Lightwave 5.6 users will
have noticed that Lightwave
[6] users are able to view
their objects in shaded OpenGL
mode in all viewports, which
aids us in making texture
maps.
Lightwave 5.6 can only display
OpenGL in the perspective
window, so your screengrabs
will show a wireframe mesh,
rather than a block of solid
colour. We're going to need
to fix those grabbed images
so that we can work with them.
The following instructions
are for Lightwave 5.6 users
ONLY, Lightwave [6] users
should skip to the next
step.
With the eyedropper tool
carefully sample the colour
of the wireframe lines. Hint:
if you haven't altered the
default colours of the Lightwave
interface using the LWCOM.CFG
file, the wireframe lines
will be R.176, G.176, B.176.
Now proceed to use the bucket
fill tool
to fill in the areas of the
image that are occupied by
polygons. Do this for both
screengrabs (Layers 1 and
2).
When you have done this, the
geometry in Layers 1 and 2
should look like this... (although
your versions will still have
remnants of the Modeler screen
showing).
Next, set your foreground colour
to R.200, G.200, B.200 and
use the bucket tool to fill
the whole of the light grey
area in Layer 1 with the new
colour. When this is done,
change to Layer 2 and set
your foreground colour to
180, 180, 180, then use the
bucket fill tool to fill all
four polygons with the new
colour.
Your layers should now be more
or less identical to those
grabbed by Lightwave [6] users.
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Now both LW5.6 and LW[6] users have their
screengrabs in a common format, with the
polygonal areas represented by blocks
of contiguous colour, we can continue
to prepare the screengrabs to become image
maps. We will begin by cropping the image
to get rid of the Modeler controls and
the uneccesary border around the objects.
Hide the top layer of the image by pressing
the eye icon next to Layer 2 in the layers
palette (shown under the pointer in the
image below). This will reveal Layer 1
once again.
Begin by using the Crop tool
to crop away the Modeler controls from
your image, so that you are left with
your objects in the center of the image
and a single-coloured border around a
border around the edge.
Ensure that your crop border is within
the Modeler controls, and does not overlap
them, as shown above.
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USEFUL HINT:
You may find that it is very
difficult to see the Photoshop
cursors when working with
your Modeler screengrabs,
because they are a very similar
colour to that which Modeler
uses as a background colour.
To overcome this, create a
new layer in your image and
use the bucket fill tool to
fill the entire layer with
black, then set the layer
opacity to 50% and move it
so that it is the top layer,
and hey presto, you can see
the cursors perfectly. Just
remember to remove the temporary
black layer before you save
the image!
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Now that we have cropped away the Modeler
controls, we will further crop the image
to remove the border from around the objects.
You could do this by eye, but there
is an easier way to do it, which ensures
precision.
We will begin by clearing away all of the
border and excess background colour from
Layers 1 and 2.
Open the Select Colour Range tool
from the menu and set the
options as shown below.
Now click somewhere on the background colour
of your image, and you will find that
the area representing the background colour
in the dialogue will turn white. When
you click OK, all the white areas
will be selected, and all the black areas
will not. Make sure your object appears
black in the Color Range dialogue,
and click OK.
After you click OK, you will find that
hopefully, all of the background colour
(in my case, green) has been selected.
Press Delete on your keyboard to
clear these areas.
Next, turn Layer 2 back on by clicking
on it in the Layers Palette, then repeat
the Select Color Range operation to clear
the background colour from this layer
too. When this is done, you will see the
darker grey shapes of Layer 2 on top of
the lighter grey shape of Layer 1, with
the back background showing through the
holes.
Select the Photoshop Magic Wand
tool
and set the Magic Wand Options
to those shown below.
Next, click on the black border area of
the image, and the magic wand will automatically
select the whole border area. Invert
the selection by pressing Ctrl+Shift+i.
Now we have the whole of the useful area
of our image selected.
Press Crtl+r to turn on Photoshop's
image rulers, if you don't already have
them turned on. Also, check that Snap
to Guides is enabled, in the
menu.
Next, drag out guides from the rulers at
the sides of the image to the edges of
the object in the middle of the image.
The guides should snap into place when
they come into the proximity of the edge
of the selection.
FInally, use the Crop tool to crop
out the central image. Note: your crop
selection must start within the
area defined by the guides, not outside
it.
Next, we will instruct Photoshop to only
allow us to paint on areas of the layers
where there is already image data. To
do this, check the Preserve Transparency
button in the Layers Palette for both
Layer 1 and Layer 2.
As a final adjustment to make painting
easier, rotate the entire canvas by 180
degrees, so that it appears as though
we were looking from the front/top of
the object.
With the image correctly cropped and oriented
conveniently, we are now ready to start
painting details onto the map.
To begin with, I will paint some basic
weathering onto the edges of the panels
in Layer 2. I will do this using the Paintbrush
tool with a dark-grey colour and 25% opacity,
gradually building up the darkness of
the colour around sharper edges, especially
on the leading edges of the panels and
around where the smaller details protrude.
As you paint, you will notice that is is
impossible to paint outside the
existing painted areas of the layer, as
we are using the Preserve Transparency
option.
When you are happy with your progress on
Layer 2, switch to Layer 1 and paint some
weathering there.
The details that you paint following this
are entirely up to you. As you can see
from the image below, I have added a little
more weathering to various surfaces, and
I have also added some various panel images,
which I butchered from the Lightwave
GENERICPANELS.IFF image map. I attached
these by pasting the generic panels image
onto my own map, then changing the compositing
mode to overlay and altering the opacity
and scale of the panels image.
I also added a little text and a a warning
symbol, just because...
All that remains in the painting of this
map is a little clean-up and preparation
for mapping.
As you may remember, we rotated this image
through 180 degrees earlier so that we
could view it more easily for painting.
This must now be reversed, so rotate the
image through 180 degrees again.
Next, you will no doubt be aware that the
background colour of this image is black.
This must now be changed, in case our
map doesn't fit the object exactly,
so that we don't have ugly black edges
to our image.
Select the background layer and fill it
with 200,200,200 grey.
Now you may flatten the layers of your
image (if you want to) and scale it down
to a more manageable size if necessary,
then save it.
Back to Modeler now, and you need to select
the two Modeler layers of which we took
screengrabs earlier.
Copy the polygons from these two layers
into a fresh new layer, and assign all
the polygons a new surface (it doesn't
matter what you call it, but I will call
mine 'texturePlacement').
Lightwave [6] users can play with the new
map here in Modeler, but 5.6 users must
follow the instructions below:
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Lightwave 5.6
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Save the layer containing the
polygons shown in the image
above and load it into Layout,
then open the surface editor.
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In the surface editor, select the newly
created surface and apply the following
settings to it:
| Colour |
200,200,200 |
| Luminosity |
0.0% |
| Diffuse |
100.0% |
| Specularity |
100%
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| Glossiness |
Medium
(40%) |
| Smoothing
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ON,
15 degrees |
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Now add a new colour texture as follows:
Set the image used as our newly painted
texture, that we just saved from Photoshop.
Project this image through the Y axis,
with no texture anti-aliasing or pixel
blending, and press the Automatic Sizing
button.
Copy this surface into the clipboard, and
then paste the surface settings to the
following surfaces:
| Detail
Panel 01 |
Detail
Panel 05 |
| Detail
Panel 02 |
Main
Forward Upper |
| Detail
Panel 03 |
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This will apply the map to each of these
surfaces, correctly positioned and scaled
as we want it.
Using the techniqes described above, I
then proceeded to paint six more texture
maps for the object, some which could
be applied to multiple panels.
These are the images I painted:
The image below is colour-coded according
to the map applied to that particular
surface, so you can see what map has been
applied to each surface.
The next thing I will do is apply the GENERICPANELS.IFF
image map as a specular, diffuse and bump
map to some of the surfaces. I will be
using exactly the same techniques to apply
this map as we did in the previous lesson
where we added our detail-panel map.
This time, I will use a size of X=50m,
Y=50m, z=50m for all the textures, as
the realism of the surface is quickly
reduced by using this image at too small
or too large a size. I will also be using
a Cubic projection type, so that
the image is applied with the correct
mapping axis according to each surface's
orientation. You can clearly see the influence
of the generic panels image if you look
at the large curved panel on the left
of the front of the object.
After applying the map to several surfaces,
this is how my object is looking:
I have finished applying maps to my object,
but for you, the only limit to the amount
and complexity of your maps is your computer's
memory, and your imagination.
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