View Full Version : Rhino Comp 1~ Kiri's online help
kirisute 06-13-2005, 07:54 AM Hey there!
ok so here we are....
basically i thought it might be nice to offer an ONLINE form of tutorial to run beside the current Bladed Weapons friendly competition.
So...to back up my tutorials on the subject....
if you have any questions for techniques within the tutorials to help cerate your weapons...feel free to ask them here.....
ill help anyone i can...with what little skills i posses...
and the answers will appear here for everyone to read and "hopefully" learn from!
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kirisute
06-13-2005, 08:27 AM
Check out Tilite's WIP for this compo to see a quick method of creating a KATANA blade....i've just posted.
might help some of out!
Taria
06-15-2005, 05:21 AM
yea I saw that and printed it out. thanks!
keep'um coming
OamadeusO
06-15-2005, 10:30 AM
Any suggestions on how to texture our models?
I guess the biggest request will be how to create a good steel
kirisute
06-15-2005, 11:21 AM
ok good question....
first up.....
download UVMAPPER:
http://www.uvmapper.com/downloads.html
then....export your weapon as an OBJ file.....but before you do that make sure you have named each group or piece of your weapon...ie: blade,quillion,handle etc
when you export as an OBJ make sure export object names is ticked.......
ok cool....
after installing uvmapper run it and open your OBJ file......
you will probably end up with something like this:
http://www.forgefires.co.uk/textureguide/1.jpg
goto EDIT>NEW UV MAP>PLANAR
choosing settings like the ones below will get you a fairly decent start to your texture map.....NOTE depending on how your model is oriented in Rhino when you export you might need to fiddle slightly with the XYZ settings etc
http://www.forgefires.co.uk/textureguide/2.jpg
http://www.forgefires.co.uk/textureguide/3.jpg
now comes the fun part:
goto EDIT>SELECT BY GROUP
you will now see a list of all your models seperate part names:
http://www.forgefires.co.uk/textureguide/4.jpg
choose the part name and it will be highlighted....you can now drag it and resize it to whereever you wish it to be on your texture map.....NOTE...i always work fullscreen in UV mapper..that way what i see on the screen is how the texture map will appear in my chosen paint package!
http://www.forgefires.co.uk/textureguide/5.jpg
once your happy with the position of a piece....goto:
EDIT>ASSIGN>TO MATERIAL
and type in a name for the material you wish to assign the part too...ie....in this case its the blade.....if i wished i could create a material group called "Steel" and add every part of the waepon that will be made of steel to that material group....or you can give each piece its own suitable material group.
http://www.forgefires.co.uk/textureguide/end.jpg
what your aiming for is a spread out texture map where you can clearly work on each pice of your object to texture it.
Once your happy goto:
FILE>SAVE MODEL
and then
FILE>SAVE TEXTURE MAP
your newly saved model will now be mapped to your newly saved texture map!
Open the texturemap in your favourite paint program...i use Photoshop and Deep Paint....
(deep paint is now FREE!!! http://www.download.com/3000-2191-10398243.html)
im sure you guys can figure out painting a texture for your stuff....
once thats done....
import your OBJ back into Rhino...apply the texture maps and render....
it SHOULD be that simple ;)
NOTE...this is a very quick..and certainly not definitive guide...but.....touch wood....it will be enough to get you started!
kirisute
06-15-2005, 11:35 AM
just to give you an idea of a finished texture map:
http://www.forgefires.co.uk/textureguide/bowmap.jpg
this is the texture map for the Compound Bow model i recently created......with the help of Deep Paint and Photoshop there is really no texture you cannot use in your creations....
OamadeusO
06-15-2005, 11:54 AM
Cheers mate!:thumbsup:
tilite
06-15-2005, 12:18 PM
ok ive gotta get my hands on that... cant you do that all inside of your respective modeling program?
kirisute
06-15-2005, 12:52 PM
im honestly not sure....ive not even tried in Rhino....
recall i make 90% of my stuff for Poser....so its the norm for me to export from Rhino as an OBJ and then texture and re-import into Poser as an object that can be used and posed with figures
tilite
06-15-2005, 01:51 PM
well i know rhino doesnt have it but thats cool... but i was thinking more 3ds max, maya, LW C4d ext.
kirisute
06-15-2005, 02:47 PM
ok next up..if your texturing...this is how i handle the blades etc of my weapons.....
im by no means a genius at texturing..but this is how i do things....it might work for you...you might think it looks like crap! LOL
im using Photoshop 7 but most paint packages these days offer similar tools...
http://www.forgefires.co.uk/textureguide/pshop1.jpg
you will obviously have selected your blade or whatever your texturing on your texture map...for this ive just created a rectangle selection....
choose a mid grey and a black colour....the use:
FILTER>RENDER>CLOUDS
this will give you the base for your steel....
duplicate the layer...
with your selection still in place choose:
FILTER>NOISE>ADD NOISE
http://www.forgefires.co.uk/textureguide/pshop2.jpg
on that new layer....now choose:
FILTER>BLUR>MOTION BLUR...
set the blur up to vertical and apply a suitable distance...recall you are after a brushed steel effect.....and polished steel usualy has tiny polish marks along its length etc....
http://www.forgefires.co.uk/textureguide/pshop3.jpg
flatten your layers....
create a new layer...
now select the area that will will be the edges of your blade......
this time choose....a mid grey and a white colour....and with the selection in place choose:
FILTER>RENDER>CLOUDS
http://www.forgefires.co.uk/textureguide/pshop4.jpg
again duplicate this new layer
and again we are going to use Motion Blur to give us a pulished effect..but this time slightly grainier because of course the sharp edges will have been ground to a fine edge....
http://www.forgefires.co.uk/textureguide/pshop5.jpg
flatten all your layers and add a small
GAUSSIAN BLUR to the texture.....only 1 or 2 pixels will do the trick....
create a new layer
on this layer we are going to produce the blood channel.....the cut away section in the middle of a sword blade......
select yourself a suitable area for the blood channel....
choose a dark grey and black colour....
choose
FILTER>RENDER>CLOUDS
http://www.forgefires.co.uk/textureguide/pshop6.jpg
with the selection still in place choose:
LAYER>LAYER STYLE>BEVEL AND EMBOSS
and choose
INNER BEVEL
tweak the settings lightly to give you the appearance of a suitable 3d cut away section to your blade.....
http://www.forgefires.co.uk/textureguide/pshop7.jpg
finally....flatten yours layers and the BLADE is complete!!!
here is a finished version for you
http://www.forgefires.co.uk/textureguide/pshop8.jpg
ive used this technique to work on alot of blades and they render exceptionally well....whats also nice is that you can GREYSCALE the image and adjust the brightness and contrast and create an effective BUMP map!
by angling the MOTION BLUR on the edges of the blade you can create a SHARP look to the weapon....also a thin line of white down the edges will heighten that sharp effect!
for non blade metals....the same techniques can be used....if the surface has been polished then just add less NOISE and lenghten the MOTION BLURS which will create a much smoother metallic appearance.
hope this helps!
OamadeusO
06-15-2005, 03:00 PM
Very nice work:thumbsup:
I've used the same brushed metal effect for my 2D work.
So what DPI can rhino work with? I've been known to be a bit genrous with my settings for 2D work. For example some Batman packaging I did a while back was an A2 photoshop file with 10 layers at 720DPI. The printer was not a happy bunny:eek:
kirisute
06-15-2005, 03:16 PM
im honestly not sure...i never render in Rhino! LOL
i know for most texture work i produce they range in at about 2000*2000 pixels at 72 dpi.....
but then again i always render in Poser for 99% of my stuff.....
this willbe the first time i will render in Rhino
tilite
06-15-2005, 04:02 PM
kiri you have impresed me alot with this thread... what i am going to do is allow people to use this technique for rendering because you have once again made something avalible to everyone :thumbsup: but what we will have to do is wait, alot of people are powering threw this comp and i am still hoping for others to join, i really was not expecting such a fast reaction from some. So there will be a submittion for a model and then have and additional submittion for a textured model. I will try go into specifics when i update the official comp thread.
[edt] actually before i do please post your opinion in the copetition thread, but please put yourself in everybodies shoes. Apologise for the teething issues :hmm:
http://www.cgtalk.com/showthread.php?t=248715
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