Monday 29 November 2010

TEXTURING RESEARCH


Shaders: also called material they define the surface property of an object how shiny, bumpy, how lights affect it
Texture: they are the bipmap that are plugged to the texture

Texturing theory: Found the story behind the object
Texturing a door for example:
What material is it
How old, who use it, which way does it swing open
Has it been repainted if so what colours
What else can be had to the source image in order to make it more interesting

Colour Depth (most use in Gaming as they are the most friendly with memory)
4bit+16 color/8bit=256color/16bit=65536color/24bit=16777215color
*(32bit=16777215colors+8bit alpha channel) for high resolution and needed to use different kind of map
Resolution(texture size)
32*32/64*32/64*64/128*64/256*128/256*256/512*256/512*512/1024*1024 (Work in multiples of 2)
Where to use pixel
Think about Physical size and distance
For large element use a 512*512;for floor u can sometime use a smaller texture that is tiled several time for example a 128*128 texture tiled 3 times in each direction


Layering Texture in Photoshop
For example if u are doing a metallic texture use different layer piled with different level of opacity ex: L1=100%/L2=29%/L3=37%/L4=16%
Most often used tool for texturing

Image mode/image size/rotate canvas/image adjustment/brightness contrast/colour balance/hue saturation
*Adjustement layer :it allow you to adjust different aspect( hue/saturation or brightness/contrast) of all the layer under it
Drop Shadow: very useful tool to give more shadow to you texture if you know where the light is coming from
Outer glow; bevel and emboss again wake sure to know where the light is coming from
FILTERS:
Plastic Wrap; Gaussian blur and sharpen (opposite effect)
Add noise: give a more realistic feel to your texture; craquelure

MAYA HYPERSHADE MATERIAL

Anastropic : good for brush metal; velvet;(give materiel a define specular highlight)
Blinn: good for soft metal plastic and leather
Lambert (default shader): good for object that don’t reflect light
Phong: good for glass; very shiny plastic and metal like chrome
PhongE: it has a softer highlight than the phong  and has 2 more control( roughness and colour whiteness


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