CAP 161 -
Digital Imaging for Animation
Lesson 7 -The Urban Setting
This lesson covers material in Ahearn, chapter 6. Objectives
important to this lesson:
- Concept sketch to texture ideas
- Tutorials: creating textures
This chapter presents another environment to create textures for. Our introduction to it is the concept art on (unnumbered) pages 212 and 213. A discussion of the sketch begins on page 214.
The author discusses the brick walls, the concrete floor, the wood ceiling, and the fact that he is unhappy with the windows. Perhaps unhappy is the wrong word, since he tells us he had the windows drawn incorrectly on purpose. He does not, however, discuss what is wrong with the windows at this point. It might be useful to compare some photos of warehouse windows to the concept drawing. Examine the many nice shots on this web site, and maybe save a link to it yourself to search for more inspiration later.
Tutorials for Chapter 6: The author begins a series of tutorials that lead you through constructing textures for this scene. The tutorials run for the next sixty pages. I will assign you to spend some class time this week breaking into small groups, breaking the tutorials into manageable assignments, and creating a plan to create these materials as a group project.
For the group project you will need to:
- Create model objects: walls, floors, etc.
- Tweak textures to apply to the model objects.
- Assemble the objects in one scene. (Use the import technique to put objects made by different people into the same scene.)
- Apply textures to the models. (Use the techniques in the tutorial below to apply textures.)
For your individual project assignment:
- Start a new scene in 3DS Max. Build two walls and a walkway. Boxes will work well for this. The sizes will not matter much for this exercise.
- Open the Material Editor screen. You will add brick textures that you made in previous assignments to two sample slots. Add your stone tile texture to a third slot. The procedure is a little tricky, but it's fun to use.
- Choose a sample slot in the Material Editor.
- Open the Maps rollout for the slot, then click the Map button for the Diffuse Color material map.
- On the next screen you have clicked Bitmap in previous exercises. Don't do that this time.
Find the choice for Tiles, and double click it. (Your screen will look a little different from mine: I am using 3DS Max 2011 for these images.)
- Note the Coordinates rollout in the Material Editor. We will not use it yet, but we will come back to it.
Open the Advanced Controls rollout on the Material Editor, which is about three rollouts below the Coordinates rollout.
- On the Advanced Controls rollout, click the Texture map button. (It currently says "None".)
- This time double click the Bitmap item in the list. Navigate to one of your texture maps (brick or stone). Select it and click Open.
- Apply the material to one of your boxes. Make sure to click the button for Show Standard Map in Viewport. (It looks like a checkerboard.) It probably will not fit well.
- Go to the Coordinates rollout. Work with the Tiling values until the map fits well on the model. The best settings will not necessarily be whole numbers. You want the model to be a reasonable wall or walkway.
- Repeat step 2 for each of your model elements: both walls and the walkway. Show me the tiled materials in the scene when you are done.