tailieunhanh - LightWave 3D 8 Texturing phần 10

chúng ta cần unweld các điểm trong mô hình trước khi nhân rộng chúng, nếu không các bộ phận của mô hình sẽ vẫn còn bị mắc kẹt tại chỗ. 14. Nhấn Ctrl + u để unweld tất cả các điểm. Mô hình sẽ xem xét một chút lẻ trong khung nhìn của bạn nếu bạn được hiển thị mô hình của bạn trong Subpatch chế độ (Tab), do đó, nói chung tôi chỉ cần nhấn | Wood Surfaces Quick Tutorials Summary of Tips for Creating Wooden Surfaces Finding and using suitable photographs for using in your textures is usually quicker than painting wooden images. Make sure that the direction of the grain in the wood is correct. For example you wouldn t have the grain running horizontally across the width of a long plank the grain would run along the length of it. For lacquered finished wood objects model an additional layer surrounding the wood and shade it as you would clear plastic. For older or dry woods such as trees crates driftwood or rough planks use little to no specularity and no glossiness. Using reflection for highlights on dry wood is a waste of rendering time so stick to specularity in small quantities. If you are working on a tree with coarse chunky bark use displacement mapping for the bark instead of just a bump map. A bump map will most likely end up looking fake. Details such as fingerprints make lacquered wood duller. Add dark streaks from fingerprints to your reflection or specular maps to lessen the effect in those areas. When lacquered wood has just been polished it shows streaks of variations in the reflection map usually in circular patterns since this is the pattern in which most people tend to polish. If you really want to be a detail freak add these patterns to your reflection maps. Whatever you do don t use that image that every single 3D user on the planet has used at some stage or another as a wood texture. It has been used to death and it is about time that it is retired from its long-standing run in the 3D world. 443 CWW2 Organic Surfaces Organic surfaces are probably the toughest surfaces to create because not only do you have to make them look realistic but you also need to make them look alive and that is by far the trickiest thing to do in texturing. I tried I really did to write a step-by-step tutorial on painting human skin for this book but failed miserably. You cannot give somebody a

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