Texture
Weapons Tutorial
Click
on corresponding image to view task options.
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1. Build your object in LightWave
6.0/6.5 making sure to separate each surface group that you
want to texture/shade differently.
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2. In LightWave apply UV Mapping to your object. (This
can also be done in Texture Weapons if you own an older version
of LightWave or other software package that doesn't support
UV Mapping.
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3. In LightWave (if needed) Freeze your geometry.
Your object must be polygonal to surface properly in Texture
Weapons.
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4. Start Texture Weapons and open object. In the Control
Panel, select the Elements Tab, then the Materials Tab. Assign
a material to each of the material groups.
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5. In the Control Panel, select the Elements Tab,
then the Layers Tab. Click on one of the channels (color (C)
for this exercise). I selected a brown color so I could see
the separation of the doggies head from his ears, etc. This
way I can double check the grouping I did in LightWave was
clean. Do this for each material group.
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6. The head should clean of any jaggies and all polygons
should have their material groups color. If not you will need
to go back to LightWave (or other 3D package) to correct this.
And repeat the above.
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7. Click on the map button at the top of the window
to enter MercatorUV mode to redefine the UV Mapping (If necessary).
In the pop-up window click Map.
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8. Choose type of mapping. For this exercise
I used Spherical.
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9. The Interactive Mapper pop-up window appears showing
the unwrapped model. Adjust the red, yellow and blue Control
Balls in Right Pane till the geometry map looks like Frame
10.
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10. Correct Mapping (sides flush). Click O.K.
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11. Then Back in the original MercatorUV pop-up window
with flattened Mapped geometry.
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12. Click Pack, adjust setting as desired. This function
arranges the UV coordinates on the texture map for optimum
efficiency. For this exercise I used the shown settings.
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13. Click Bitmap this aligns the texture map with
the new UV coordinates. Click O.K. to get back to the MercatorUV
pop-up window. Then click O.K. for this window as well to
exit MercatorUV. For this exercise I used the shown settings.
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14. Back in the Control Panel click on the Brush and
Paint Settings Tab. Set your brush as desired.
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15. In the control Panel click on Presets Tab and
select a tool. If you select fur then fur will suddenly show
up on your object. But there will be stretching.
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16. This is a close up of the stretch. To fix this
problem, see below.
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17. Click the Projection Mode Button at the top of
the window. And paint on the stretched portions of the texture.
This will take some getting use to. The zoom factor of the
window, the angle of view (i.e. objects angle of rotation
in the window) all will effect the way the paint will flow
onto or across your object.
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18. This shows the fixed texture for the puppies head.
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19. This shows the stretched texture on the bottom
of the puppies neck.
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20. This shows the fixed texture on the puppies neck.
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21. In the Control Panel, select the Elements Tab,
then the Layers Tab. Double click on the color channel. This
shows the flat view of the entire texture. (You can paint
in this view as well. But becareful, your not in Projection
Mode anymore and stretching will occur easily.)
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22. This shows the flat view of the entire texture
with the wireframe object on top. (You can paint in this view
as well.)
FINAL
IMAGE - Final texture with wisps
of fur in different directions and variations of lengths.
Click image below to see larger image.