Review of Right Hemisphere's Deep Paint 3D 1.5 with Texture Weapons.
By Pamela Rutherford

Part 1, 2, 3, 4, 5

 

 

 

 

Frame 1
Figure 3
Figure 5
Figures 7
Figures 9
Figure 11
Figure 13
Figure 15
Figure 17
Figure 19
Figure 21
 
Figure 4
Figure 6
Figures 8
Figures 10
Figure 12
Figure 14
Figure 16
Figure 18
Figure 20
Figure 22
 

Texture Weapons Tutorial
Click on corresponding image to view task options.

Frame 1. Build your object in LightWave 6.0/6.5 making sure to separate each surface group that you want to texture/shade differently.

Frame 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.

Frame 3. In LightWave (if needed) Freeze your geometry. Your object must be polygonal to surface properly in Texture Weapons.

Frame 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.

Frame 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.

Frame 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.

Frame 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.

Frame 8. Choose type of mapping. For this exercise I used Spherical.

Frame 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.

Frame 10. Correct Mapping (sides flush). Click O.K.

Frame 11. Then Back in the original MercatorUV pop-up window with flattened Mapped geometry.

Frame 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.

Frame 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.

Frame 14. Back in the Control Panel click on the Brush and Paint Settings Tab. Set your brush as desired.

Frame 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.

Frame 16. This is a close up of the stretch. To fix this problem, see below.

Frame 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.

Frame 18. This shows the fixed texture for the puppies head.

Frame 19. This shows the stretched texture on the bottom of the puppies neck.

Frame 20. This shows the fixed texture on the puppies neck.

Frame 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.)

Frame 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.



top      home      search      user forum      subscribe      media kit      contact      webmaster@digitalmedianet.com