I did previously mention how I created some of the textures for the necron lord, the gas the lights and the chrome.
After handing in my models I started working on the texturing the dreadnaught.
I set my several tasks with the dreads material, which were:
- Cover it all with a damaged metal look
- Add sumbols and insignia on various parts
- Add paint chipping
- Add burn marks.
Bellow are some methods I used/tried to get my desired result.
1)UVW map+ unwrap UVW+Photoshop
Initially I dived in selecting a knee guard and worked with the notes from the lecture,
I made a UVW map
Then a unwrap UVW and then flaten it.
Stiching the layers and putting each part together is quite hard and I am not that strong in that part.
I took the image I created took it to photoshop and added my beaten metal texture and the blood angel logo.
But then when it was very hard to paint the battle damage and oil stains when the area you are working in is split into more than one polygon. You needed to go back and forth photoshop to 3ds max. And even if you do do the perfect job some shapes get streched even with uvw unwrapping.
Saying that I did realize a very important tip. Something that is in general good practice but is even more when UVW unwraping:
Minimize the Number of Polygons
That is nothing new and I tried to make my shapes with only the nesassery polygons but even then after a few boolean opperations extra pollygons were added, initially I thought they were nessasery but then I noticed that these extra polygons appeared even on flat surfaces.
This was one of my attempts of texturing the top part of the dread, if you look at the left side I have selected the left side,after some boolean operations I changed it to editable poly and selected edges.
You can see on a flat surface 5 edges creating aditional polygons. When you unrap the texture those polygons create more work for you and add to the complexity.
In the following image I have deleted the edges to reduce unwanted complexity.
Then when I Unwrap the selected polygon it gives me one nice solid shape.
But still when I add a simple texture it does not work. (After my grinding with textures I have realised that a UVW mapping was needed in order to work properly)
So if I removed all the unwanted polygons and managed to stich and rotate my flatened polygons together then yes I could draw them on photoshop. That is alot of work, and quite hard. So I looked for another method.
2)Multy Sub object material- practical workouts.
After my initial failure it was time in class to work the tutorialsfor materials. The first one was simmular to my first attempt but the house was easier and less complex, it did show me that you can select o unwrap object diffrently producing diffrent results (spherical cylindrical box e.t.c.) but I already tried that method and wanted to see if it could be done else wise.
The second tutorial was quite intresting using a Multi sub object material. How it works:
- You modify your object to editable poly and then you select polygons and give them a meterial id value.
- Then in the material Editor create a Multi sub object material which consist of diffrent materials which you assign a id number. Then every polygon with the same id will be covert with that material.
I thought this was my solution, in the example of the knee guard I would selct the front part where the logo is and set it to 1 everything else set to 2. Create a Multi sub object material with two channels . channel 2 would be a bitmap material of the beaten metal texture and 1 would be the same metal beated texture with the sumbol added.
I did create it (sorry no pictures) ansd came to a few conclutions.
pros
- Easy to use and work with, if you miss a polygon select it and change the ID.
- You can add polygons and add materials without needing to start all over again.
Cons
- If you have a surface with many diffrent bitmaps you need to create a texture for each one. while the other method used only one bitmap which could have had diffrent textures added by photoshop.
- Complex way of adding marks and damage.
Still it was hard to apply the battle damage and burn marks and rust. So I looked for another method, I had seen online videos of people paint models on zbrush, the same way I would paint a miniature with an airbrush.
So I looked into that.
3)Exporting my model to be painted in Z brush
I dont actualy own zbrush so I down loaded two freeware look a likes, photoshop has gimp, office has open office and z brush has paint 3d and blender. I downloaded them and instaled them, and I exported my dread as an .OBJ. It was cool looking at my creation in another 3d app but 3d paint crashed a couple of times and blender was a whole new app I needed to familiarize in order to work with. I was not having any progress with it. While looking for online help for painting it in blender I stumbled on a 3ds max tutorial. Relieved I uninstaled those programs and went back to 3ds max.
4) Vieport Canvas.
This will be described tomorrow in my next post. It deserves a post on its own.