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Chapter 05 | Texturing
Page 60 | Djordjie Jovanovic
Chapter 01
concept
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Chapter 01
Chapter 01 - Concept
interesting features.
and you will find that all sorts of ideas can take
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design.
colors! All the little bits and pieces that will make
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Chapter 01
potential.
Mike Hill
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Chapter 02
modeling the low-poly version
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Chapter 02
Chapter 02 - Modeling
the Low-Poly Version
Fig 01
Fig 02
Fig 03
Fig 04
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(Add Selected Objects to Highlighted Layer)
button and you can now easily hide or freeze
Fig 05
the planes.
NOTE: You also might want to make sure
that you can display textures at their highest
resolutions inside 3ds Maxs viewport. Go to
Customize > Preferences and choose Viewports
> Configure Driver and check Match Bitmap
Size as Closely as Possible.
On to modeling! The goal here is to make basic
shapes fit our blueprints (Fig.05).
Fig 06
Fig 08
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Fig 09
Fig 10
Fig 10a
Fig 11
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accurate to just build one half of it and mirror
the other (Fig.11 11a). To do that we need to
Fig 11a
Fig 12
Fig 13
Fig 13a
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Fig 14
Fig 14a
Fig 14b
Fig 15
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Fig 15a
Fig 15b
Fig 16
Fig 16a
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Fig 17
Fig 17a
Fig 17b
Fig 18
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Fig 18a
Fig 18b
Fig 19
Fig 19a
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Fig 20
Fig 20a
Fig 20b
Fig 21
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Fig 21a
Fig 22
Fig 22a
Fig 23
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Fig 23a
Fig 24
Fig 24a
Fig 24b
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Ok this is what we have for now. We created
a pretty basic shape that defines the overall
Fig 25
Djordjie Jovanovic
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Fig 25a
Or contact:
djordjexyz@gmail.com
Fig 25b
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Fig 25c
Fig 25d
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Chapter 03
modeling the high-poly version
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Chapter 03
Chapter 03 - Modeling
the High-Poly Version
Fig 01
Fig 01a
Fig 01b
Fig 02
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Now when you apply Smoothing youll see
the difference. The sharpness of the angles
Fig 02a
Fig 02b
Fig 02c
Fig 03
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Fig 03a-b
Fig 04
Fig 04a
Fig 04b-c
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Fig 04d-e
Fig 04f
Fig 05
Fig 05a-b
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Fig 05c
Fig 05d-e
Fig 06a-b
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Compared to our low poly part I decided to cut
our next piece and make it much smaller and
Fig 06c-d
easier to manage.
I also split the top and bottom apart for easier
management and manipulation.
Fig 06e-f
Fig 06g-h
Fig 07-07a
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Fig 07b
Fig 07c
Fig 07d-e
Fig 07f
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To the bottom part of this mid-section piece I
added some details similar to the ones on the
Fig 08
Fig 08a
Fig 08b-c
(Fig.08b 08c).
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Fig 08d-e
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Fig 08f
Fig 09-09a
Fig 09c
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Fig 09d
Fig 10
Spline (Fig.10).
Fig 10a-b
Fig 10c
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Fig 10d
Fig 10g-h
Fig 11
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Fig 11a
Fig 11b-c
Fig 11d
Fig 11e-f
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Fig 12-12a
Fig 12b
Fig 12c
Fig 12d-e
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The inside section is composed out of several
geometry pieces. The main part is a big, central,
Fig 13-13a
Fig 13b
Fig 13c
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Fig 13d-e
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Fig 13f
Fig 13g-h
Fig 13i-j
Fig 13k-l
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To follow up on our concept we need to add
some details to the side of the ship, just above
Fig 14
Fig 14b
Fig 14c
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Fig 14d
Fig 14e
Fig 14f
Fig 15
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Now on to some details around the engine.
These parts were not drawn in the original
Fig 15a-b
Fig 16-16a
Fig 16b-c
Fig 16d
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Fig 16e-f
Fig 16g
Fig 16h
Fig 17
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Fig 17a-b
Fig 17c
Fig 17d-e
Fig 17f
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Fig 17g
Fig 17h
Fig 17j-k
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Next you can add some exhaust pipes to the
side, even though they are not on our concept
Fig 18
Fig 18a
Fig 18b
Fig 18c
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Fig 18d
Fig 18e
Fig 18g
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Fig 18h
Fig 18i
Fig 19
Fig 19a
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Fig 19b
Fig 19c
Fig 19d
Fig 19e
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Fig 19f
Fig 19g
Fig 20
Djordjie Jovanovic
Fig 20a
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Fig 20b
Fig 20b
Chapter 04
mapping and unwrapping
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Chapter 04
Chapter 04 - Mapping
and Unwrapping
Fig 01
Fig 02
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NOTE: Sometimes you dont have to unwrap
the whole model. You can simply put the UVW
Fig 03
Fig 04
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Fig 05
Fig 06
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Color changes are a sort of diagnostic tool that
is telling you how much stretching is going on.
Fig 06a
Fig 07
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Fig 08
Fig 08a
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that the UV space is in a mess with all the shells
chaotically thrown around. An easy fix for that
Fig 09
Fig 09a
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Fig 10
Djordjie Jovanovic
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Chapter 04
Chapter 05
texturing
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Chapter 05
Chapter 05 - Texturing
Fig 01
Fig 02
Subdivisions (Fig.02).
To open the Render to Texture dialog just hit 0
on your keyboard. Select your first piece of
geometry and under the Output rollout click on
the Add button. Select VrayCompleteMap from
the list. You can specify the destination path for
automatic file saving under the File Name and
Type option box. Make sure to set the desired
Width and Height resolution for your map. In this
case Ill go with 4096 x 4096 pixels (Fig.03).
Fig 03
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Hit Ctrl + J to create a layer copy of the map.
Fill the background layer with a light gray color,
Fig 04
Fig 05
Fig 06
Fig 07
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Fig 08
Fig 09
Fig 10
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Now we also need to add some Reflection and
Bump maps as well. Reflection maps will add
Fig 11
Fig 12
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Fig 14
Fig 15
Djordjie Jovanovic
For more from this artist visit:
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Chapter 05
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