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Tutorial
#2 - Textures with Texporter
Level:
intermediate
Tecnique: planar map+textporter
Software: 3DSMAX 5.0
Copyright
Krishnamurti Martins Costa. 2003.
In
this small tutorial, I will try to demonstrate the use easiness
and the flexibility of TEXPORTER, (free plugin) with two simple
planar maps, an alternative for who doesn't intend to lose a long
time "sewing" unwraps. You will be knowing one in the
simplest and effective ways of mapping an object. For that tutorial,
I used only 2 maps and 1 mask (b&w map). With time and according
to your need, you can discover that the number of maps can be 3,
5, 20 or how many your object needs.
1.
Choose the object to be mapped. In this case, I will be using
the plumber's boot (editable poly), modeled for my short movie
WIP: |

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| 2.
We will apply the first UVW map for it to cover all the lateral
of the boot. This map will be defined as planar, X axis, channel
#1. A "fit map" always help.
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3.
Then, I applied second UVW front map. This map will also be
defined as planar however in the channel 2 (don't forget!).
Select the "gizmo" and rotate 45 degrees in relation
to lateral, as illustrated above. Click again in "fit".
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| 4.
Activate the texporter's menu as in the illustration below.
If it still not available, add it clicking in the button "configure
button sets":
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5.
Click in texporter. We will generate the first map for painting
in photoshop. For this work, I configured in the way demonstrated
below. Again, don't forget to verify the map channel, in this
case configured for #1.
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| 6.
Click in "pick object" and click in the object.
It will show the base map for texture. Observe that he will
generate the map with the proportions in agreement with the
proportions of the object. As the boot has a almost square
shape, I used the resolution of 1100x1000 pixels. You should
adapt that resolution for fit in the best way in your object
shape. Otherwise, undesirable distortions can be generated
in the texture. I saved this image with this name: Bota_Lateral_Ref1.jpg.
Here is the generated texture base:
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7.
Repeat the procedure above with a single difference: configure
the map channel for 2 (don't forget!). Observes that I altered
the size of the texture for 600x1500 pixels, adapting better
to the proportions of the front area, where they are located
the shoelaces. I saved this image as Bota_Frente_Ref1.jpg |

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| 8.
Open those two generated images in photoshop and paint them
in the way that you prefer. My final textures are these: |

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| 10.
Using the image of the lateral of the boot as reference, I
painted an opacity map (mask), where, the more black, more
transparent and the more white, less transparent. For that,
I used as reference the seam that involves the area of the
shoelaces.
He will serve as the map that will "mix" the two
coordinates UVW configured according to the previous procedures:
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11.
Create a new material according to your need. In this case,
I created an opaque material:
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12.
Add to your material, in the "diffuse color" channel
a "mix" material (in the illustration, forget the
other channels for the time being). Add the first image (front
/ shoelaces) in the superior slot, the second image (lateral)
in the slot of the middle and the b&w mask in the inferior
slot.
The material editor will show a similar screen:
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14.
Make the render tests to verify if it's everything ok (difficultly
you will get right in the first attempt). it's possible that
you have to retouch the mask painting until the "blend"
is perfect.
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15.
After the end of the tests and certainty that it is everything
ok, you can collapse the maps and object and do small adjustments
in the model, if you prefers:
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16.
Here is the model after the maps be applied and with addition
of some irregularities in the boot shape:
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18.
Here's the boots final version, mapped without "amendments": |

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