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Lesson 03b: Creating Textures in 3DSMax Qualification: BTEC Level 3 in Creative Media Production Unit: Unit 68: 3D Environments/ Unit 70: Game Engines Previous Lessons: From the last couple lessons we have begun constructing our modular assets and importing them into the Unreal 4 Engine. We have started to create our own textures to apply to our assets. Lesson Objective: To understand how to create seamless textures in 3DSMax. Overview: In today’s lesson we will creating seamless textures in 3DSMax, this is another type of work flow to contrast creating textures in Photoshop with photo reference. Lesson: For this texture I am aiming to create a seamless rock wall texture. This method of texture creation is useful for anything made out of separate objects. Examples could include brick walls, concrete slabs, roof tiles and stone pavement. Bare in mind this process can be quite time consuming however you can achieve unique and custom results which you can add to your own personal library. NOTE: Remember to use the same grid settings as the modular building tutorial Creating the rocks First we are going to create some basic rocks. First create a box and use the turbosmooth modifier with 3 Iterations. Next, use the spherify modifier. 1

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Lesson 03b: Creating Textures in 3DSMax

Qualification: BTEC Level 3 in Creative Media Production

Unit: Unit 68: 3D Environments/ Unit 70: Game Engines

Previous Lessons:

From the last couple lessons we have begun constructing our modular assets and importing them into the Unreal 4 Engine. We have started to create our own textures to apply to our assets.

Lesson Objective:

To understand how to create seamless textures in 3DSMax.

Overview:

In today’s lesson we will creating seamless textures in 3DSMax, this is another type of work flow to contrast creating textures in Photoshop with photo reference.

Lesson:

For this texture I am aiming to create a seamless rock wall texture. This method of texture creation is

useful for anything made out of separate objects. Examples could include brick walls, concrete slabs, roof tiles and stone pavement. Bare in mind this process can be quite time consuming however you can

achieve unique and custom results which you can add to your own personal library.

NOTE: Remember to use the same grid settings as the modular building tutorial

Creating the rocksFirst we are going to create some basic rocks. First create a box and use the turbosmooth modifier with 3

Iterations. Next, use the spherify modifier.

Next use a mixture of noise modifier, FFD 4x4x4 and scaling to create interesting rock shapes

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Setting up the texture

The aim is to make this seamless. Looking at the grid the aim should be to complete the edges first.

Setting up the texture

First begin by downloading a seamless texture of the internet. This might seem weird but you will only be using it as a guide as you go along. The end result will still have a custom, unique

look to it.

Next, create a plane in 3DSMax. Make it snap to the outer grid lines. When done apply the texture to the plane.

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Because we are using it as reference we don’t want it to move whilst we are placing and modifying the rocks over it. To prevent this we need to freeze it. Right click and select Object Properties.

Make sure Freeze is ticked and show frozen in grey in not ticked as shown in the example.

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Placing the rocksGrab some of your pre-designed rocks and begin placing them above the reference. Start with the edges

first, this will make the later stages a lot easier. Use the FFD 3x3x3 modifier to reshape the rocks.

Again, I’m only using the reference as a general guide. You don’t need to be perfect.

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Select the object and use Ctrl + V to clone it. This will create a clone while keeping it at the same coordinates. [Select object + Ctrl + V = Clone]

NOTE: When cloning make sure you select it as an instance. Instances create a completely interchangeable clone of the original. Modifying an instanced object is the same as modifying the

original.

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Now, Press F12 to bring up the Move Transfer Tool. This will allow you to move your cloned object precisely. The edges of the texture need to be perfect, otherwise the end result will have seems which

defeats the purpose of the whole process. [F12 = Move transform tool]

Using the Offset World coordinates you can estimate the object will need to be moved ether 256 or -256 on the X or Y Axis.

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Continue making adjustments on the new clone with the FFD 3x3x3 modifier.

Use this method to create to corner stone aswell.

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This is the final result. First, delete any duplicates. All the gaps should fill once we begin cloning the cluster. Secondly, I like to colour the individual rocks as this will help with texturing in photoshop and

allow us to make edits to individual rocks. None of the rocks are touching the same colour.

NOTE: At this point you can export this into Zbrush or Mudbox to sculpt further detail.

Finally, group your cluster and begin cloning and moving them with the transfer tool. The aim is to create a ring around the original group. This will fill out all of the gaps, allow you to see if it is seamless and

prevent lighting issues when baking.

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Once done you can now begin the baking process.

Homework:

For this assignment hand-in I expect to see a production document. Think of it as a work diary. Whilst you are creating your work remember to capture screenshots of the development process. Record all

successes and failures. If your outcomes are successful, explain why. If you mess up occasionally, record the issues and explain how you solved the problem.

Your homework will be keep this updated as we progress with the practical lessons.

Sources of Information:

Tutorial: Creating seamless texture for games PART 1 (Autodesk 3Ds Max)3D tutorials AM

https://www.youtube.com/watch?v=TlzMYdY09MI

Sculpting Tileable textures with ZBrush (3dm Promo) (£)3dmotiveHD

https://www.youtube.com/watch?v=stkVDfcGDmc

Tileable Stone Part 1: Creating The Base-pt1Sean Marino

https://vimeo.com/35545046

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