Tài liệu 2D Artwork and 3D Modeling for Game Artists- P6 docx

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Tài liệu 2D Artwork and 3D Modeling for Game Artists- P6 docx

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224 Inorganic Texture Tutorials with Photoshop Bevel and Emboss Inner Bevel Chisel Hard 50% Down pixels pixels AM FL Y Style: Style: Technique: Depth: Direction: Size: Soften: TE Now the texture is ready for finalization for your game’s level Reduce the image to 256 × 256 pixels, set it as a pattern, and fill a large blank canvas with it The end result is a nice, even texture that has a more realistic look to it In Figure 8.42, I made a simple room with a long wall and slapped this texture on it The wall is 512 pixels high by 2048 pixels wide Figure 8.42 The finalized texture tiled on the wall of a simple room Try using the beveling technique to create other patterns like I’ve done in Figure 8.43 The first one shows simple holes, called form ties, commonly seen in large buildings These holes are the byproduct of the cement formers holding the form itself together, but architects and designers decided to keep the holes since it gives a bit style to the walls The others have fancy patterns that might look good in a spaceship or something Have fun ® Team-Fly to remove this watermark Please purchase PDF Split-Merge on www.verypdf.com Cement Textures 225 Figure 8.43 Other bevel patterns I created that look interesting when properly placed Creating Randomly Tileable Sets Many game engines allow you to create and import a sequence of textures that the game will randomly tile on the wall, floor, or whatever object of your choice This can greatly improve upon the monotony of a wall that has the same texture tiled all over it, as well as speeding up the process of skinning large walls at the same time For instance, if you applied the texture from Figure 8.38 onto a large wall and stood back to view it entirely, you’d easily notice that it is a single tileable texture repeated in all directions (see Figure 8.44) To avoid this, you can create a randomly tileable set of textures (typically somewhere from four to 10), each of which is just a bit different but seamlessly blends with any of the others in any direction Figure 8.44 A single tileable texture is noticeable when viewed from a distance Noticeable repetition Please purchase PDF Split-Merge on www.verypdf.com to remove this watermark 226 Inorganic Texture Tutorials with Photoshop Making a randomly tileable set can be easy or difficult, depending on what type of texture you’re dealing with In the case of Figure 8.38, slightly modifying the inner portion of the image, and then saving it as another filename is easy enough The set could then appear as in Figure 8.45, in which each image is similar to and tileable with the others To instigate the set, all you have to is follow whatever level editor’s proper nomenclature to indicate that it is in fact a randomly tileable set For example, in the case of Half-Life, simply start each texture’s name with a – sign, followed by a sequence number starting with 0, and then the name, like so: –0 –1 –2 –3 cementwall.bmp cementwall.bmp cementwall.bmp cementwall.bmp Figure 8.45 A randomly tileable set of textures applied to a wall is more realistic than using a single texture Creating Seamlessly Tileable Cement from an Image Using digital images of real-world items to create textures of those items for your game is usually the way to go if you’re trying to make your environment realistic There are, however, advantages to making textures completely from scratch For one, you have complete control of the texture’s constitution—that is, the texture will be thoroughly uniform, the lighting will be the way you want it, and so on Please purchase PDF Split-Merge on www.verypdf.com to remove this watermark Cement Textures 227 When you take a picture of something in the real world, however, you have to work around your environment Maybe the sun wasn’t splashing evenly on your brick wall, and you got weird shadows all over the place Or maybe the flash from your camera made a lovely but unwanted halo smack in the middle of the stop sign you were snapping The point is, there are ups and downs to both ways of accomplishing texture creation, which is why I’m trying to show you both For this section, I used a digital image (cement_pic.jpg on the CD-ROM) of an area of cement that had a bit of personality, thinking it might look nice when adjusted and offset for tiling: Isolate an area that seems relatively uniform (I’m eyeballing an area in the upper-right portion of the image) Select the Rectangular Marquee tool and set its options to Style: Fixed Size with a selection size of 128 × 128 pixels Select a portion that you think might tile smoothly and evenly, copy the selection, and paste it into a new document (see Figure 8.46) TIP A quick trick to finding areas of an image that are somewhat balanced (that is, finding a norm that has few highlights or shadows) is to use levels (Ctrl+L) in Photoshop In the Levels dialog box, just slide the Midtones slider all the way to the right; the nasty areas will either be brightly highlighted or darkly shadowed.Then click the dialog box’s Cancel button and pick an area that seems to be in between those areas Figure 8.46 Isolate a homogenous area of cement of the cement_pic.jpg image Please purchase PDF Split-Merge on www.verypdf.com to remove this watermark 228 Inorganic Texture Tutorials with Photoshop The texture (and the original image) is very hazy and bright, and should be adjusted before you continue Press Ctrl+L to open the Levels dialog box, and slide the Midtones slider to the right a bit, and click OK Now it looks a bit more like cement (see Figure 8.47) Figure 8.47 Adjust the midtones of the image with the Levels dialog box Set the texture as a pattern and fill a blank image with it to see how it looks Even without the Offset filter applied, it looks pretty good! Still, it’s a good idea to offset it to make sure the colors blend smoothly Click Filter, Other, Offset, and enter one-half the amount of the length and width of the image (64 × 64 pixels) Use the Clone Stamp tool to copy homogenous areas of the texture over any internal seams, areas that contain blemishes, or other items that stand out (As you make adjustments, preview your work by making it a pattern again and again and filling a large canvas with it.) Figure 8.48 shows a before and after of this step Figure 8.48 Offset the texture and use the Clone Stamp tool to get rid of things that stand out Please purchase PDF Split-Merge on www.verypdf.com to remove this watermark Rock and Stone Textures 229 Now you have a good tileable base texture of cement to work with Try adding bevel effects and whatnot, and creating tileable sets to add to your collection Also try making a cinderblock pattern using the brick technique you practiced at the beginning of this chapter TIP It’s good to know the makeup of real-world materials when building your textures For example, when making formed cement walls, engineers don’t just take a batch of plain, smooth cement and pour it into a form to make the wall block If they did, the mildest of vibrations or pressure over time would cause the cement to become very unstable or even break apart Instead, they mix the cement with cracked stones and put a thick grid of ribbed steel rods, called rebar (reinforcement bar), into the center of the cement formers.That means that if you decide to make a cement wall that has been blasted away in one area by, say, a 50mm shell, you’ll want keep in mind that in the real world, cement walls contain stone and rebar, and render them accordingly Rock and Stone Textures Creating stone textures from scratch is a little more complicated, but it opens up a world of fun with alpha-channel bump mapping The most difficult part, I think, is making them seamless, especially when dealing with pictures Mineral Rock Let’s start off with a basic rock-base tutorial that you can use for almost any type of rock on any planet—just try changing the foreground and background colors for different results Start a new 512 × 512-pixel RGB image Select any foreground and background you want; this will be the mineral representation in the rock I typically use earthy colors that involve some sort of reddish-brown, like hex# 751C00 and hex# 4C2901 Please purchase PDF Split-Merge on www.verypdf.com to remove this watermark 230 Inorganic Texture Tutorials with Photoshop Choose Filter, Render, Clouds; the results are shown in Figure 8.49 Figure 8.49 Apply the Clouds filter with an earthcolored foreground and background Filter: Foreground: Background: Render, Clouds hex# 751C00 hex# 4C2901 Using the Channels palette, start a new channel Choose Filter, Render, Difference Clouds, and then press Ctrl+F a few times to repeat this action Do this until the black and white mix is somewhat even (see Figure 8.50) This will be your displacement map when you render the mineral layer—that is, the whiter areas will represent the high spots on the texture, while the blacker areas will represent the low spots Figure 8.50 Start a new channel and apply the Difference Clouds filter several times Please purchase PDF Split-Merge on www.verypdf.com to remove this watermark Rock and Stone Textures 231 In the Layers palette, click on the background layer to make it is the current working selection Click Filter, Render, Lighting Effects, and adjust the settings as I have in Figure 8.51 (make sure the directional light is positioned as mine is) Also, make sure Alpha is selected in the Texture Channel list—this is the black and white alpha channel you just made, which this filter will use as a displacement map TIP Later on, try playing around with all the sliders to produce an enormous variety of effects, from making the texture rock-like, to bubbly plastic, to lizard skin Figure 8.51 Click the Lighting Effects filter and use the Alpha channel as a displacement map Click OK; Figure 8.52 shows the results Try going back and forth between this new texture and the Alpha displacement channel in the Channels palette to see how the map was used to create all the bumps and valleys You’ll use maps like this when making 3D terrain meshes later on in this part Figure 8.52 The resulting rock texture, post Lighting Effects Please purchase PDF Split-Merge on www.verypdf.com to remove this watermark 232 Inorganic Texture Tutorials with Photoshop Before you offset the image for tiling and use the Clone Stamp tool to get rid of the internal seams, I want you to see the power of the Alpha displacement channel in a bit more depth Press Ctrl+Z to undo the Lighting Effects filter, and go back to the Channels palette Click on the Alpha channel to select it 10 Let’s tighten up the channel a bit to further enhance the ridges and valleys Click Image, Adjust, Levels (Ctrl+L), and slide the Midtones and Highlights markers over to the left a little This will enhance and sharpen the white areas and subsequently will make the resulting texture much more mountainous (see Figure 8.53) Figure 8.53 Adjust the levels of the alpha channel to enhance the white areas 11 Select the background layer in the Layers palette, and apply the Lighting Effects filter as you did in step Figure 8.54 shows the updated results with respect to the new alpha map Figure 8.54 Apply the Lighting Effects filter once more using the new Alpha map Please purchase PDF Split-Merge on www.verypdf.com to remove this watermark Rock and Stone Textures 233 These textures aren’t the best for making walls and whatnot, but work well when wrapped around boulders and such For more on U-V mapping and skinning objects, see Part II, “Unwrapping the U-Vs With DeepUV,” and Chapters 11 and 12, where I show you how to create skin textures for a weapon and character model Granite This texture uses the same displacement technique as the last, only you’ll apply a few other filters to bring out the quartz-like sparkles you see in granite Start a new 512×512-pixel RGB image (These dimensions aren’t cast in stone, no pun intended It’s just convenient to start things off big, square, and divisible by 16.) Fill the canvas with black, or near-black Press D, and then press X This sets the foreground to white and the background to black Choose Filter, Pixelate, Pointillize Set the Cell Size to and click OK (see Figure 8.55) This provides that quartz-type look to the texture Figure 8.55 Fill the canvas with black, then apply the Pointillize filter Create a new channel in the Channels palette Please purchase PDF Split-Merge on www.verypdf.com to remove this watermark ... texture (and the original image) is very hazy and bright, and should be adjusted before you continue Press Ctrl+L to open the Levels dialog box, and slide the Midtones slider to the right a bit, and. .. can use for almost any type of rock on any planet—just try changing the foreground and background colors for different results Start a new 512 × 512-pixel RGB image Select any foreground and background... watermark Rock and Stone Textures 233 These textures aren’t the best for making walls and whatnot, but work well when wrapped around boulders and such For more on U-V mapping and skinning objects,

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