Download - Les 2 game 3d - texturing & materials
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WHAT ARE TEXTURES?
Textures are bitmaps containing color information, which are applied to a 3D object.
• Diffuse map: contains the object’s color information• Alpha map: can be used for transparency control• Specular map: influences the object’s glossiness and reflection (color)• Normal map: can add extra detail without geometry
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CREATING TEXTURES
Textures can be made from (existing) photographic material OR be homemade in Photoshop.
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PROS & CONS – PHOTOGRAPHIC MATERIAL
PROS:• Fast results• In most cases looks more realistic• More natural look & feel
CONS:• Intellectual property can be a big issue• You have less control over the image• It can be hard to find / take the right picture
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PROS & CONS – HOMEMADE MATERIAL
PROS:• Fast results• You are it’s creator, therefore it’s owner• More control over the image
CONS:• Can be slow to produce• Not always the most realistic results
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EXAMPLE 1 – HOMEMADE vs. PHOTOGRAPHIC
PHOTOGRAPHIC HOMEMADE
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EXAMPLE 2 – HOMEMADE vs. PHOTOGRAPHIC
PHOTOGRAPHIC HOMEMADE
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BEST PRACTICE = COMBINING BOTH
Go out, smell the air and take pictures, but keep the following things in mind!
• Camera angle - try and get the right perspective• Lighting - no flash, use a tripod instead and a longer shutter time!)• Patterns & tiles - when going for tileable textures watch for
distinct patterns and spots that might mess up the tileability
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TAKING PICTURES – TILEABLE TEXTURES
TILEABLE OR NOT?
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TAKING PICTURES – TILEABLE TEXTURES
Nope!
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UVW-MAP AND TEXTURES
Textures which are applied on a 3D model with the help of a UVW-map are called unique textures.
UVW-MAP
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SHARING TEXTURE SPACEIt’s a common and good practice to use your UV-space as optimal as you can!
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SHORT TEXTURING
ASSIGNMENTPick a tutorial from the list (see Facebook for link) and
create your own homemade texture in 15-20 min
Post your final image on FB!
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ALPHA CHANNELS
• An RGB bitmap contains 3 channels: Red, Green and Blue.
• Besides these channels that hold color information they can also contain grey scale color information = ALPHA CHANNEL
They can be used for multiple purposes but are often used for transparency and masking
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ALPHA CHANNELS - MASKING To mask certain areas of
a texture (especially with leafs) you apply 100% white to areas you want to see (opaque), and 100% black to the areas you want to hide
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ALPHA CHANNELS - MASKING In some game engines (like UDK)
it’s best to use a separate 24-bit texture for alpha masking as the engine uses more resources if you add the information into a separate channel of your original texture, making it 32-bits.
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ALPHA CHANNELS – GLASS Alpha is great for glass, where
you want to have semi-transparency, still leaving a bit visible for the human eye.
Tip for your car’s windows!
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Sometimes materials are confused with textures, which they are not! Materials contain a set of textures and instructions to simulate particular attributes. They often contain what we’ve discussed so far:
• Diffuse map• Alpha map• Specular map• Normal map
LET’S TALK ABOUT MATERIALS..
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• Influence the object’s glossiness and reflection
• Most game engines use the color info for reflection, but not all
SPECULAR MAPS
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SPECULAR MAPS - EXAMPLE
SPECULAR
DIFFUSE
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Most common mistake done
SPECULAR MAPS
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Most materials in real life can be classified into 2 different classes:
• Conductors – They conduct electricity, like metals • Dielectrics – They do not conduct electricity, like wood
SPECULAR MAPS - EXPLANATION
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Most materials in real life can be classified into 2 different classes:
• Conductors – They conduct electricity, like metals and Light reflected by specularity IS affected by the diffuse color • Dielectrics – They do not conduct electricity, like wood. Light reflected by specularity is NOT affected by the diffuse color
SPECULAR MAPS - EXPLANATION
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• Metal (conductor)
• Wood (dielectrics)
SPECULAR MAPS - EXPLANATION
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• Specular maps are ADDED (just like the layer option in Photoshop). This is why only saturation will not be helpful in case of a wooden texture!
SPECULAR MAPS - EXPLANATION
Want to know more? http://www.manufato.com/?p=902
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• Do not flatten your image and start editing it!
• Add extra detail to the specular map for a nice pop
• Keep your detail layers (scratches, dirt, etc.) separately to avoid frustration later on
• Group and adjust the layers that share the same specularity together
• Try and use the Adjustment Layers in Photoshop. They save a lot of time and can be adjusted on the fly.
SPECULAR MAPS - TIPS
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Normal maps are a special category of textures that can add detail to your object without the use of actual geometry.
NORMAL MAPS
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Normal maps use the RGB channels in bitmaps to store height information for the detail. This height information is projected on 3D objects and used for lighting calculations.
NORMAL MAPS – HOW DO THEY WORK?
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Easiest way to start is with the nVidia filter, using height maps (grey scale height/depth images):http://developer.nvidia.com/nvidia-texture-tools-adobe-photoshop
CREATING NORMAL MAPS
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Or nDo, which is fairly similar but easier to adjust things:http://www.quixel.se/
CREATING NORMAL MAPS
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Or import your model into ZBrush and add detail there!
CREATING NORMAL MAPS
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NORMAL MAPPING - DEMONSTRATION
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Tired of looking for good information on the web related to 3D? Try:
wiki.polycount.com
Always up to date, filled with (good) tutorials and in depth explanations of gaming industry’s experts. Check the forums for high quality 3D work as inspiration ;-)
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