Open up layout, and load up "Shuttle_Assembly_3.lwo", which
you should have saved at the end of the last lesson.
Position the camera so that it's in a good vantage point
over the model, and light the scene any way you want. Lighting
isn't very important at the moment, although I placed a Key
Light (100% intensity) behind the camera, and a back light
(50% intensity) to bring out the details in the model.
The bulk of the ship's texturing will be handled with the
"GenericPanels" image. This is what was used on
the show, and so since we're making a Babylon 5 style craft,
it's a necessity. In fact, the "GenericPanels" image
was a big part of the look and feel of Babylon 5, one
of the things which made it more realistic.
Before using painted maps, however, let's dirty down the
ship with Lightwave's built-in fractal noise. As you'll soon
see, this is an indispensable tool for adding dirt and grime
in random places over the mesh. We'll start with the "Hull_Body"
surface first.
Open up the surfaces panel, and select "Hull_Body".
Click the texture button next to the diffuse settings. Add
a fractal noise texture. A good rule of thumb when
adding detail is to take the length of the ship, and divide
by ten - this should give you the size of the fractal noise
to use. So, if the ship is 10m long, use 0.1m and so on.
| Size X |
1m |
| Size Y |
1m |
| Size Z |
3m |
| Texture Value |
25% |
| Frequencies |
3 |
| Contrast |
1.0 |
| Small Power |
0.5 |
|
I used a smaller size for the fractal noise than the formula
I gave before, because I want to really dirt this thing down.
The Z axis was given 3m so that the noise will streak in that
direction - thus giving the illusion of either being oil marks,
or scratches on the surface. The texture value controls how
dirty you want it - the lower the setting, the more dirty
it is. Do another test render:
As you can see, it dramatically changes the complexion of
the model. Let's use exactly the same fractal noise settings
on a few other surfaces. The easiest way of doing this is
to go into the diffuse channel, then while there press ctrl-c.
All of your fractal settings will have been copied, and if
you go into another surface's diffuse channel, you can press
ctrl-v to paste it in.
We'll give the following surfaces the fractal dirt pattern:
| Hull_Body |
| Hull_Body_2 |
| Hull_Cockpit |
| Hull_COLORBand |
| Hull_MidSection |
| Engine_Pod |
|
As you can see, in just a few steps, our ship is looking
completely different to what it started as.
Right, let's give it that pannelled look so familiar on B5
ships. Click on the images panel, and then load "GenericPanels.tga"
from your directory.
You'll also need this image - it's a specular
map for GenericPanels: GenericPanels-SPEC.iff
Switch back to the surfaces panel, and go to the Hull_Body
surface. Click the color channel texture button. Now,
select cubic image map as the texture type, and scroll
down to "GenericPanels" for the texture image.
Give it the following size settings:
| Size X |
20m |
| Size Y |
20m |
| Size Z |
20m |
|
Before clicking use texture, press ctrl-c to copy
these texture settings. Use the texture, and return back to
the surfaces panel. Now go into the specular channel
and press ctrl-v. This is because we want to have exactly
the same size image map applied here. The only thing to change
is the image itself - scroll down and select GenericPanels-SPEC
from the list.
Click on the render button at the side of the surfaces panel.
Now, we want to give the following surfaces exactly the same
settings, so do the following: select the surface, then click
on the rendered ball to transfer the settings over. Do this
for the following surfaces:
| Hull_Body |
| Hull_Body_2 |
| Hull_Cockpit |
|
For the "Hull_COLORBand" surface, we want to use
the same settings, but we can't put the texture map in the
color channel, as this will remove the green color. Instead,
click on the diffuse channel, and press "Add New Texture".
This will add a second layer, and you can place the same cubic
map settings for GenericPanels here.
With that done, the ship should now be looking pretty nifty:
There are still a few obvious places that are untextured,
so lets do them now.
It's basically the same kind of thing as before - the only
factors which we'll change are the size settings in the cubic
image maps for specular and color/diffuse texture maps. Here's
a rundown of every surface's cubic settings - remember to
apply the same to the specular channel also!
| Vent_Inset |
| Size X |
20m |
| Size Y |
20m |
| Size Z |
20m |
|
|
Hull_Front |
| Size X |
7m |
| Size Y |
7m |
| Size Z |
7m |
|
|
| Vent_Hull |
| Size X |
15m |
| Size Y |
15m |
| Size Z |
15m |
|
|
Engine_Shields |
| Size X |
8m |
| Size Y |
8m |
| Size Z |
8m |
|
|
| Dock_Cushion |
| Size X |
10m |
| Size Y |
10m |
| Size Z |
10m |
|
|
Engine_Pod |
| Size X |
10m |
| Size Y |
10m |
| Size Z |
10m |
|
|
| Windows_Inset |
| Size X |
15m |
| Size Y |
15m |
| Size Z |
15m |
|
|
Engine_Detail |
| Size X |
5m |
| Size Y |
5m |
| Size Z |
5m |
|
|
|
By all means, experiment with the settings, and do your own
thing - what's presented here are merely the rock bottom basics.
With most of the ship taken care of, the only thing left
are the windows and engines - the glowing elements.
There are three important parts to these surfaces - a high
luminosity (100%), a low diffuse level (25%), and the glow
tab turned on. Turning on the glow tab can be achieved by
going into the advanced settings for the surface, and simply
clicking on the glow button. Leave the glow effect at 50%.
In order for the glow to work, however, you have to turn
it on in the effects panel. Do this now, and leave
the default glow intensity at 50% and a radius of 8.
If you do a test render, you'll see that the windows are
now glowing - although it looks a bit too pure a glow. To
break it up, go into the luminosity channel and add
a fractal noise with sizes of 2m on all axis. This
should give a faint impressions of people inside.
Do the same for the Engines_Glow surface, although you want
to remove the fractal noise from this one.
Those pipes on top look a little unrealistic - when have
you ever seen a sparkling clean pipe? - so lets dirty them
down a bit. Again, our old friend fractal noise comes to the
rescue. The principals are pretty much the same for adding
dirt to the main hull. In fact, I used exactly the same settings
as before:
| Size X |
1m |
| Size Y |
1m |
| Size Z |
3m |
| Texture Value |
25% |
| Frequencies |
3 |
| Contrast |
1.0 |
| Small Power |
0.5 |
|
And there we have it!
A fully textured Babylon 5 EA Shuttle.
Save it as: "B5Shuttle_Final.lwo"
|