by Didik Wijaya
After modeling Peterbilt truck, modeling Optimus Prime head, and also modifying truck into robot body parts, in this tutorial you will learn to texture the Transformers Optimus Prime. Basically you will need to create material, and assign material to each Optimus Prime body part. Let's move on to the first step, drawing the material. Note: This is not a step by step material due to the amount of objects needs to be textured. After you can texture one or two objects, you can apply the same procedure to texture the others.
1. Peterbilt truck has flame stickers on its body. First, screen capture several objects. You may need to rotate several objects to show areas need to be painted.
2. In Photoshop draw the material. First draw gradient from yellow to red, and several background color (blue or red) and then draw the flame. I also use car grill photo.
3. Then, crop each image like image below. Bold black line is shows how you crop the image. One object requires one bitmap file. Save cropped image into JPG file. In total I have 15 images (14 images cropped from image below, plus 1 bitmap file (lamp texture, but this is not drawn here).
You can download these bitmap files here. This ZIP file also contains sample of finished textured 3ds max file
part 2
by Didik Wijaya
After drawing and created bitmap texture files in Part 1 tutorial, the next step is creating material in 3ds max using Material Editor. In this tutorial, you will use Multi/Sub-Object Material
1. Open file "modify_truck_finish.max" available in downloaded file. Open Material Editor (press M in keyboard). Select one of unused material slot. Click Get Material button. In opened window choose Multi/Sub-Object. This material allows you to apply different sub-material to different polygons. Name this material "common". Click Set Number and set value=7. You will create 7 sub-materials. Each material has one unique ID from1 to 7. Later these IDs will be useful when assigning materials.
2. Click None button under Sub-Material (where ID=1). Name this sub-material "bitmap". Then click Go To Parent. Don't forget to activate Show in viewport button.
Click None button under Sub-Material (where ID=2), name this sub-material "red". Change Diffuse color to red (RGB 237, 37, 36). You must use the same red color as in bitmap file created in previous tutorial. Set Specular Highlights=10. Click Go To Parent
Repeat the same porcesses until you create other color based sub-materials.
ID=3, name=blue, Diffuse Color=blue (RGB 52, 28, 238), Specular Highlights=10
ID=4, name=grey, Diffuse Color=white grey (RGB 208, 211, 218), Specular Highlights=10
ID=5, name=black, Diffuse Color=black (RGB 0,0,0), Specular Highlights=10
3. Create simple chrome material for sub-material with ID=6. Set Specular Highlights=10. Open Maps rollout, set Reflection=50. Click None button right next to Reflection. In opened window, choose Bitmap and choose one image found in 3ds max reflection maps folder (usually in Program Files>Autodesk/3ds max/maps/Reflection). For example I use factory_reflection_bw1.jpg
4. Create simple chrome material for sub-material with ID=6. Use Diffuse Color=dark blue. Specular Highlights=10. Click None button right next to Reflection. In opened window choose Flat Mirror.
5. To create other material, you can copy material (drag and drop to other slot). For example let's create material to object above tire. I name this material "tirearch front". In Multi/Sub-Object Parameters rollout click bitmap button to edit parameter settings. Then click small button right next Diffuse. In opened window, choose Bitmap and use file "map_tirearch_front.jpg". Don't forget to activate Show in viewport button. Click Get To Parent button. Activate Show In Viewport Again. Set Specular Highlights=10. When finished, click Go To Parent. Leave other sub-materials untouch.
Note: You need to create copy of material for each material that using bitmap file. For objects that doesn't require material with bitmap file, you can use "common" material.
Next step is assigning material to object.
part 31. Select object above left tire.
2. Go to Modify tab. Activate Polygon selection. Select polygons at top. In Polygon Properties rollout, enter Set ID=1 (always press Enter after typing number). This will make polygons have specific ID=1. Then select other polygons (from top menu Edit>Select Invert). Enter Set ID=2. When finished, turn off sub-object selection.
3. Apply "tirearch front" material to this object. Polygons with ID=1 is mapped with bitmap, and polygons with ID=2 is mapped with red color. In viewport you can see that bitmap is not aligned correctly. Apply UVW Map modifier to object.
Make sure mapping type is Planar. Choose Alignment axis=Y and click Fit. Mapping coordinates will fit into object dimension.
4. If the the alignment is still not correct, try to rotate UVW Mapping Gizmo. Usually you need to rotate 90 degree clockwise or counter clockwise. And then click Fit.
Repeat the same process with other object For example "tirearch_front_right". When you finish creating IDs and applying the material, you may see that the bitmap is fit correctly without you need to rotate Gizmo. This is happen because the right object is mirrored from the left one.
Repeat procedure below to texture objects with flame stickers:
a. Copy material, rename material
b. Change bitmap file used in material
c. Assign material to object.
d. Change object into Editable Poly if it isn't
e. Create IDs
f. Apply UVW Map to object.
g. Use Planar mapping, and adjust axis alignment (X, Y, or Z)
h. If necessary, rotate Gizmo
i. Click Fit
5. For other object that doesn't need the bitmap file, you just need to define its IDs, and apply material named "common"
Just repeat the prcedure with other objects, I am sure you can do these by yourself.
6. When all object is textured, you'll have finished truck like image below. Next step is rigging and skinning Optimus Prime
Download sample of textured Transformers Optimus Prime truck
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