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BetterSpace: Whitestar Tutorial

Lesson 6:
Painting texture maps for the Whitestar

6-fincolour.jpg (11030 bytes)

Time for a break from our usual fare. You can only stare at spline cages for so long before you start to lose your mind to a swirling vortex of interwoven curves...

This lesson will explain the procedures behind creating the texture maps for the Whitestar, using the previously-built gravity-drive fin as an example.

For this tutorial I will use Photoshop, as it's such a common tool, even though I actually used Brilliance on the Amiga for most of the work when I created the maps. As you will see, most of the techniques used in this lesson can easily be applied through most paint and image manipulation software available today, such as Paint Shop Pro or Painter.


1) Previous Step | Next Step

Your first step in painting any texture map which is designed to fit a particular object should be to grab yourself a shape template to work from. To do this, load the spline cage for the gravity drive fin into a fresh layer in Modeler.

Select Display \ Options or press d to access the display options. Turn off visibility for everything except Curves.

6-displayoptions.gif (7226 bytes)
setting the visibility options in Modeler

Exit the window and arrange the Modeler views so that you have a good view of the side of the fin. This image shows the kind of view you need from a display resolution of 1024x768.

6-modelerview.gif (5504 bytes)
arranging the Modeler views for the screen grab

When you grab a shape template, there is nothing worse than having too much information in your screen grab to confuse you. That is why we hid the grid and points etc. in Modeler. Now, select all the splines that do not help define the edges of the shape in the side view and Hide them (press the minus key).

6-hiddensplines.gif (1200 bytes)
the fin splines with superfluous curves hidden

You now need to screen-grab the Modeler screen. In Windows this is very easy. With the window selected, simply press Print Screen on your keyboard (yes, that key up at the top that you never thought you'd use...) This will place an image of the screen into the clipboard.


2) Previous Step | Next Step

Next, you need to load Photoshop or your chosen Paint package and open a New image. In Photoshop, the New Image requestor automatically reads what is stored in the Clipboard and gives you pixel dimensions for the new image accordingly. If your software does not have this capability, simply create a new 24-bit image with the same dimensions as your screen resolution (eg. 800x600).

6-ps_newdialog.gif (4856 bytes)
New dialog box in Photoshop

Once the new image has been created, a simple Paste should be all that is necessary to plonk your screengrab into the new image. If you are using software that is capable of using Layers, such as Photoshop, you will now need to flatten the layers so that your screen grab becomes the background layer. In Photoshop, select Layer \ Flatten Image.

You now need to carefully crop the image so that there is no border around the shape that we want to work with. This will make fitting the texture map to the model in Lightwave much easier later on, and saves valuable memory.

6-cropped_grab.gif (1006 bytes)
the cropped image

Finally, create a new layer, on which you will paint. This leaves our template safely underneath so that we can refer back to it if we need to.

Save this image somewhere safe.


3) Previous Step | Next Step

This next section should have dealt with how to create the underlying wave texture for all the Whitestar texture maps.

6-kpt_textures.jpg (26971 bytes)
Kai's Power Tools Texture Explorer

Basically, the image was created using Kai's Power Tools' Texture Explorer... but unfortunately, I'm buggered if I can remember how. My best suggestion is, have a fiddle and see how the system works, then swear at it for being so uncooperative and use the file called WS3.6 Wave Texture.jpg which is included with my Whitestar v3.6 archive.

6-WS3.6Wave.jpg (35978 bytes)
WS3.6 Wave Texture.jpg

If you don't have Kai's Power Tools, or you just can't get the blasted thing to do anything right, feel free to use the version from my Whitestar. However, if you do have it, and you manage to get a result which looks like this one, please let me know! The image should be about 300x300 pixels.


4) Previous Step | Next Step

After you have had a stiff drink while you are recovering from using Texture Explorer, it's back to the main Photoshop window to get painting.

With the empty layer selected for painting, fill the entire layer with black using the Paint Bucket tool. From now on, I will call this layer Layer 1.

Create another new layer on top of this one. I will call this Layer 2. You should now have a Background Layer containing your screen grab, Layer 1 should be the next layer, and should be entirely black. Layer 2 should be the top layer.

Either change the opacity of, or hide Layer 1 so that you can see through to the Background Layer.

Pick a big fat brush with a hard edge, and change the colour that you will paint with to 198,195,204 (RGB). After ensuring that you have Layer 2 selected for painting, proceed to paint over the area represented by the outline of the fin. Forget everything that your school teachers told you about keeping inside the lines, you need to paint well over the lines.This is because there is nothing worse than painting a texture map and then finding that when you apply it to your model you can see bits of the backgroundc olour showing at the edges of the model.

This image shows what you should end up with.

6-over_the_lines.gif (2113 bytes)
painting well over the lines to avoid fitting errors later in Lightwave

This image shows the current state of the layers palette in Photoshop, in case you are a bit confused about what I'm talking about.

6-layers1.gif (4449 bytes)
the Photoshop Layers Palette

Save your image as Rear_Fin.psd.


5) Previous Step | Next Step

We must now add the distinctive wave texture to our texture map. In Photoshop, this is achieved by using the Clone (Rubber Stamp)  tool.

6-rubberstamp.gif (124 bytes)

Create another new layer: Layer 3 and load the wave texture image into Photoshop. You should now have both Rear_Fin.psd and WS3.6 Wave Texture.jpg open in Photoshop.

Select the wave texture image, and using the Rubber Stamp tool, hold down ALT and left-click on the center of the image. This defines the cloning source for the tool. Before you go any further, check the options for the Rubber Stamp tool, and ensure that 'Aligned' is turned on. This sets the tool so that all subsequent brush strokes use the area of the source image that is relatively aligned to where you paint on the destination.

Reselect Rear_Fin.psd and turn off visibility for Layer 1 and Layer 2. Select Layer 3 for painting, and stamp down a blotch of paint using the Rubber Stamp right in the middle of the fin outline. You should see an area of the wave texture painted where you placed the paint.

Select a large, very soft edged brush and continue painting. Paint all over the fin, leaving a soft-edged border around the edges as shown in the picture below. (NB: The following images are reduced to 32 colours to keep your downloading times down, yours should look much better.)

6-paintcloner.gif (11625 bytes)
using the Rubber Stamp / Cloner to paint with the wave texture

It is very possible that you may 'run out of source image' while you are painting with the texture. If this happens, return to the wave texture image and ALT-click again in the middle of the image, then go back to the fin image and paint onto the problem area.


6) Previous Step | Next Step

All the textures on the White Star are created using this same technique. They also all have some stripes painted on them to give a more flattering pattern on the bodywork. These stripes are very easy to create.

Choose the Eraser tool, and pick a brush of about 13 pixels diameter, with soft edges. Now carefully erase areas of the texture on Layer 3 to create fine lines as shown below.

6-stripeserase.gif (11068 bytes)
erasing areas to form the body-hugging stripes

Save the image at this point, overwriting Rear_Fin.psd. This file should be retained in case you ever want to alter the image.


7) Previous Step | Next Step

Turn on visibility for all four layers, and you should be left with what is essentially the finished texture map.

6-layers2.gif (5360 bytes)
the completed layers

Flatten the layers and save the image into your Content directory as WS_Fin.tga (or similar) for later use on the model.

fusy.jpg ACTUAL SIZE: 260x1681 pixels noselow.jpg ACTUAL SIZE: 318x836 pixels bridge.jpg ACTUAL SIZE: 314x425 pixels lowrwng.jpg ACTUAL SIZE: 531x703 pixels
tail.jpg ACTUAL SIZE: 510x194 pixels wingtr.jpg ACTUAL SIZE: 313x637 pixels
the finished texture maps

This image shows the six texture maps that you must paint. What you are looking at here are the actual maps created by Foundation Imaging for the White Star. They have been severely scaled down as the images are not for public distribution. The actual maps used are far larger, for example, the upper hull map measures 260 x 1681 pixels. Float your pointer over one of the maps to see the actual dimensions of the full-scale images. Thanks must go to Ron Thornton for sending me the full-scale images.


Right, back to those splines...

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© 2000 Kier Darby and Alternate Perspective 3D Ltd.