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Issue 12 | Sep 2007 | Blenderart Magazine
Blender learning made easy
- Cristian Mihaescu - ‘Eggland’
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Gaurav Nawani gaurav@blenderart.org
Sandra Gilbert
Phillip A. Ryals
Kevin C. Braun
Derek Marsh
Abhihsek Gupta
Adam Friesen
Alex (blenditall)
Andi Schumann
Claas Kuhnen
Eric Pranausk
Krzysztol Zwolinski
Olivier Saraja
‘BlenderArt Magazine’, ‘blenderart’ and
BlenderArt logo are copyright of Gaurav
Nawani. ‘Izzy’ and ‘Izzy logo’ are copy-
right Sandra Gilbert. All products and
company names featured in the publica-
tion are trademark or registered trade
marks of their respective owners
Cristian Mihaescu - ‘Eggland’
Issue 12 | Sep 2007 - Texturing
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You know that you have finally become a
real “blenderhead”, when not only do you
look at objects around you and break
them down into their various vertices,
edges and faces, but when you become
awestruck by the infinite variety of tex-
tures in the world around you. You will be
walking along, minding your own busi-
ness when it will grab you, the way rust
is peeling on a signpost, the way a flower
petal looks with morning dew on it. You
will notice how the light affects the tex-
ture and next thing you know, you have
gone from awestruck to breaking it down
and figuring out how to recreate it in
blender.
In this issue, not only are we covering
how Blender's texture tools work, but how
to effectively use them to create truly
great textures.
Managing Editor
We have gathered up some great tutorials
that will show you how to remove UV
Seams and create Normal Maps. Then you
can try testing your new skills by follow-
ing along to create a great Skin Shader
and realistic plastic shaders. Which oddly
enough, is not as easy as one would
think and yet not as scary or difficult as
the last statement would imply. In
'Keeping the Flame', we see how to set up
and create a realistic flame. Then we go
behind the scenes with a look at how
'Rooftops' was created, while in 'Tangrams
of Light' we learn how lights affect tex-
tures and how the whole can be used to
create just the right mood.
One of the first skills
you will need to learn
is how to observe!
Welcome to the wonderful world of Tex-
turing. In this issue we will be taking a
look at how to create great textures to
enhance your images and animations.
Creating great textures is a skill like any
other and one that can be learned
through practice and experimentation.
One of the first skills you will need to
learn is how to observe everyday tex-
tures. What makes them unique, what
makes them “work”. Then with that
knowledge and a good understanding of
Blender's texture tools, you are on your
way.
So go grab a cup of coffee and curl up for
some great, informative reading, sure to
change the way you approach your next
texturing adventure.
Happy Blending!
www.blenderart.org
Issue 12 | Sep 2007 - Texturing
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TEXTURING TOOLS & TECHNIQUES
8 Now your material will be available to as-
sign to whatever object/model you wanted
it for.
There, just as I promised, easy as can be. With
practice, you won't even have to think about it,
you will just click your way to reusing your
blender assets.
A look at various tools and
Texturing techniques to
enhance your images.
the new file that you linked it to. This is a useful
option when working on a large project that will
generate a large number of files that may be
worked on by one or more people. This will al-
low any changes made during production to be
propagated throughout all needed files without
the added work of updating each file individual-
ly.
Bump Mapping
What is a Bump Map? Bump maps are textures
that store an intensity, the relative height of
pixels from the viewpoint of the camera. The
pixels seem to be moved by the required dis-
tance in the direction of the face normals. You
may either use greyscale pictures or the inten-
sity values of a RGB-Texture (including images)
(definition taken from the blenderwiki).
Okay, on to actually seeing how to use these
options. Both options are started the same way:
1 From your new/current project file, either by
going to File> Append or Link or using the
hotkeys Shift + F1, open the file browser win-
dow. (All blend files can be used for Append-
ing or Linking.)
2 Browse to where you have saved the blend
file that contains your perfect material.
3 Click on the file name of the desired blend file
which will open the library list of
Appendable/Linkable assets.
4 In this case we are looking for materials, so
click on Material.
5 That will open a list of all available materials
in that blend file.
6 At the bottom of the file browser there are two
buttons, one for Append and one for Link.
Push whichever option you have chosen for
your project.
7 Right Mouse Click on the Material you want to
Link or Append, to highlight it and then Middle
Mouse click to confirm (load) your material to
your new project file.
At some point in your blender exploration, it will
happen. The perfect material/texture for your
current masterpiece is one that you have al-
ready created in a previous project or one that
has been created by a generous community
member that has offered to share his/her mate-
rials with the community. So how do you go
about getting that perfect material/texture into
your current project? Well it couldn't be easier.
Well that is a nice definition and all, but what
does it mean to the average artist? It means we
can fake details and geometry that would be
time consuming to create or result in a model
that due to high vertex/face counts would take
entirely too long to render (that of course is for
those of us that are impatient with long render
times.)
Let's hear it for faking! Now let's look at how to
use Bump maps.
1 Add a new Material in the Material Buttons,
assign color of choice
2 Click on the Texture button (F6)
3 Click in a Blank texture slot
4 Choose an texture type (there are many to
choose from, some procedural textures don't
work as well as others, for more information
on the different texture types and their uses
you can refer to the blenderwiki :
5 Apply the Texture in the Material buttons Map
To panel by clicking the Nor option. The
strength of the effect is controlled with the
NumButton Nor on the same panel.
Blender has two options for reusing materials,
Linking and Appending (actually both these op-
tions can be used for all of blender's assets.
Blender assets can include actions, armatures,
cameras, images, IPOs, lamps, materials, mesh-
es, objects, scenes, text, textures, and world,
etc.).
will place a independent copy of the
material into your new project.
to a material will link to the original file
that contains the material, meaning that any
changes to the original file will also be saved to
www.blenderart.org
Issue 12 | Sep 2007 - Texturing
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TEXTURING TOOLS & TECHNIQUES
Multiple Bumps maps can be used together to
create any number of detailing effects. UV map
layouts can be used in combination with proce-
dural textures to create more complex and real-
istic effects.
Object must be UV-unwrapped.
If shadows are baked, lights and object cannot
move with respect to each other.
Large textures (eg 4096x4096) can be memory
intensive, and be just as slow as the rendered
solution.
Human (labor) time must be spent unwrap-
ping and baking and saving files and applying
the textures to a channel.
to Bake To" and will not be able to bake anything
for that mesh.
1 In a 3D View window, select a mesh and
enter UV/Face Select mode
2 Unwrap the mesh object
3 In a UV/Image Editor window, either
create a new Image or open an existing
Image. If your 3D view is in Textured
display mode, you should now see the
image mapped to your mesh. Ensure
that all faces are selected.
4 With your mouse cursor in 3D View,
press Ctrl Alt B to popup the menu of
available baking choices. Alternatively,
access the Bake panel in the Buttons
window, Scene (F10) context, Render
sub-context.
5 Bake your desired type of image: Full
Render, Ambient Occlusion, Normals, or
shadeless Textures.
6 After computation, Blender replaces the
image with the Baked image.
7 Save the image in the UV/Image Editor
window via Image->Save
Render Baking
Render baking creates 2d bitmap images of a
mesh object's rendered surface. These images
can be re-mapped onto the object using the
object's UV coordinates. Baking is done for each
individual mesh, and can only be done if that
mesh has been unwrapped. While it takes time
to set up and perform, it saves render time. If
you are rendering a long animation, the time
spent baking can be much less than time spent
rendering out each frame of a long animation.
Use Render Bake in intensive light/shadow solu-
tions, such as AO or soft shadows from area
lights. If you bake AO for the main objects, you
will not have to enable it for the full render, sav-
ing render time.
Bakes all materials, textures, and light-
ing except specularity and SSS.
Bakes ambient occlusion as
specified in the World panels (F8). Ignores all lights
in the scene.
Bakes camera-space normals to an RGB
Use Full Render or Textures to create an image
texture; baked procedural textures can be used
as a starting point for further texture painting.
Use Normals to make a low-resolution mesh
look like a high-resolution mesh. To do that,
unwrap a high-resolution, finely sculpted mesh
and bake its normals. Save that normal map,
and Map To the UV of a similarly unwrapped
low-resolution mesh. The low-resolution mesh
will look just like the high-resolution, but will
have much fewer faces/polygons.
image.
Bakes colors of materials and textures
only, without shading.
If selected, clears the image to selected back-
ground color (default is black) before baking
render.
(Render Baking information taken from the
blenderwiki) Further tips on usage can be
found at the blenderwiki
Baked result is extended this many pixels
beyond the border of each UV "island," to soften
seams in the texture
Texture Painting in Blenderart
Blender features a built-in paint mode, called
Texture Paint, designed specifically to help you
edit your UV Textures and Images quickly and
easily in either the UV/Image Editor window or
the 3D View window.
Windows Users do AO first: If you are running
Blender on a Windows operating system, you
may have to first bake Ambient Occlusion before
baking any other option. If you do not bake AO
first, you may get the error message "No Image
Can significantly reduce render times
Texture painting made easier
Reduced polygon count
Repeated renders are made faster, multiplying
the time savings
In the 3D window in Texture Paint mode, you
paint directly on the mesh. In the UV/Image Edi-
tor window, you paint on a flat canvas that is
wrapped around the mesh using UV coordinates.
Any changes made in the UV/Image Editor win-
www.blenderart.org
Issue 12 | Sep 2007 - Texturing
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