| OPT Creation Textures and Texturing With my old copy of MAX 2.0 I have some problems with exporting as 3DS. As this is down to the age of my software I have placed the side-note on 3DS export. on a separate page. Texturing Textures Introduction The textures are extremely important and so can be
(and normally are) the stage of the OPT making process
that takes the most time. For parts where you are going to use planar mapping a useful tip is to render some guides from the model. Setting up material IDs can be quite useful for this as it means that you will be able to select only those faces which would have the same texture being applied. As stated before the maximum safe size for textures is 256*256, as this will work with all systems (to the best of my knowledge), but you can use 512*512 if you are willing to exclude some people in favour of having more detailed textures. It should be possible though with a reasonably complex model, or where a ships design means the model has large faces (for example the large flat surfaces on Star Destroyers) by splitting faces, to be able to select each quarter of the faces the 512*512 texture would have covered and apply a 256*256 sized texture to each. Of course, or at least in my opinion, most of your
individual textures should not be this large for
two reasons. On the other hand if you are using methods to combine more than one texture together (see section) then you should be aiming to combine these into as few 256*256 sized textures as possible. So although your "sub"-textures won't all be as large as 256*256 you might manage to have a lot of textures of this size, depending on how many can be combined. Unless you are making a ship which has been built by joining together debris or components from other ships (normally an "Ugly" fighter though larger ships could be built, or at least have equipment added, with the same Scrapheap Challenge philosophy) you should keep your textures similar in their colour and design. This can be a problem sometimes, especially if textures are supposed to be seamlessly joining, as when colour-depth is reduced the brightness can be slightly altered (see below). Remember that although you will want to make your texture names nice and descriptive that if you plan to export as a 3DS file that this format may have an 8.3 limitation on the filenames used for textures within it, or it may not (my obsolescent MAX 2 does but from what I can gather later versions of MAX as well as not "exploding" the model by displacing meshes can also deal with 3DS files without needing to play around with truncated names). This can be rather irritating. Rough step-by-step I use a program called Satori to make my textures. This was previously available as freeware but when getting the URL for their site I noticed that freeware version 2.29 has been withdrawn, but full version 3 is available for $9.95 / £6.95 which seems very reasonable. I actually use an older version though which I got on a magazine cover CD as I prefer the look of the interface. This is rather an uncommon choice of art package though so you would be best advised to read the other texture creation tutorials which are available and which cover the more normal choices. The first thing I do is create a base on which all related textures can be built by producing a large image from which I can cut out bases of different sizes. This is slightly easier than going through the process for each texture individually and helps to ensure that the related textures are the same shade and colour. I create a new canvas of the appropriate size and apply a base colour which is slightly lighter than the final shade I want the ship to appear. This is slightly lighter to allow for how the effect of the panel lines, dirt, and shading will make things appear darker. I normally make a note of what the RGB values for this colour are so I can use the same colour for related textures. I then try to introduce a bit of variation into this base colour rather than it being totally flat. This can be done using different tools either darkening or lightening the colour (see Metals) or painting on with different effects a slightly different shade of the colour. You can make this variation quite strong as it is simple enough to create another layer, apply the original base colour to it, and then adjust the opacity of that layer to weaken the strength of the variation by changing how strongly it shows through. Once I have a nice image which can serve as the basis
for the related textures I then cut out a section of the
correct size and begin work. The first thing I normally
do is to create the panel lines as a guide for where dirt
and shading should be. These can be created in a dark
grey and then burn and glow tools (or
their equivalent) can be used to introduce a small amount
of variation. The panel lines should be on a separate
layer so that their opacity (and therefore how strong the
panel lines are) can be easily changed. After I have set up the panel lines I then add some extra panelling if the texture is meant for a ship large enough that each "panel" would be made up of more than one actual plate of metal. This can be simple enough as a good effect can be obtained by just drawing rectangles of various shades of grey (or slightly off-grey) onto another new layer and then adjusting this layers opacity so that these give the effect of slightly raised or recessed panels or simply those whose paint doesn't quite match that of those surrounding it. Next I start to apply shading to the texture. This
should not be too strongly orientated towards one
direction as the OPT will be lit from different angles in
different missions or skirmishes in XWA and so if you
have strong shadows on the texture these will not always
match those created by the lighting in game. However some
fairly subtle shading around the edges of panels, around
areas of the texture that will appear recessed or
extruded, and the like will enhance the texture as there
will always be a change in tone there. Dirt and damage is something which is a Star Wars
trademark and which has become in part a catchphrase of
OPTing with the advice that an OPT "needs more
dirt." A good guide for this sort of thing is not
modern fighters (or vehicles/ships) as these tend to have
not been subject to hard use, unlike some Star Wars
ships, and so tend to be quite immaculate. A better guide
is W.W.II fighters (or vehicles/ships) as they were being
used to their limits on a daily basis over periods of
weeks or months and being maintained by people whose
priority was to keep them operational rather than
repainting every last bit of chipped paint. Something that can look good on an OPT is markings and decals, things like little warning triangles, notices, panels being outlined in a different so that ground crew know which panel to remove to expose what component, that sort of thing. These are mainly found on smaller craft such as fighters but anything where guidance (arrows pointing to docking ports) or a hull symbol (like a Rebel or Imperial crest) would be appropriate could have this. One thing to remember though is that Star Wars people may seem to speak English but they don't really so any text should be in Aurabesh. Finally try fiddling with the opacity of the different layers and changing how they blend together and how strong different elements are. You may want to save as a JPG at this point to check how it will actually look since sometimes things can look better in Satori then they turn out when the "canvas" is turned into relatively small bitmap. Once you are satisfied with the look of the texture then save it as your "final" version JPG. Next if you have decided to use bump-mapping to enhance the textures delete all layers that do not have panel lines or bulges on them. Unless the ship is very uneven you would not generally need the panelling layer. Create a new layer and make this solid mid-grey (128,128,128) before moving it "behind" the other layers. Now change the opacity of the panel line layer(s) so that they are very strong (normally a 100% opaque layer) and save this as a JPG (normally of the same name as your normal texture, but with "b" or "bump" on the end). The texture (either your final texture from your art package or the result of some rendering in your 3D modelling package) will need to be converted into a 256 colour BMP file and if you are using cylinder mapping for this texture (at least in MAX) also rotated 90 degrees. Depending on how you are texturing your model you may also want to apply this texture to the model at this point just to see how it looks. Techniques Metals.
Flightgroup stripes and other markings.
Enhancing
textures with bump maps and geometry.
Combining
palettes/textures. Multi-part textures (and self-illumination) The disadvantage of multi-part textures is that the
more complicated the multi-part texture the more
complicated it is to set up the texture mapping and the
more complicated it is to keep track of what area of the
multi-part texture is being used for what. Therefore to select only part of a texture I instead alter the settings in the texture-mapping gizmo. This is the same principle as setting up the cropping, but in reverse. The simplest method, and one which can work very well,
is to divide the textures into halves or quarters, so you
can just use +/- 0.5 in the texture-gizmo settings.
Either because of using the negative value or because of
having drawn that part of the texture that way around you
might need to flip the texture to correct (which in MAX
is just a matter of clicking on the flip check-box). The more complicated method, which can be useful when
the proportions of the required texture would not fit
well with the allowed values or where there would be a
large part of the texture not being used due to the shape
of the mesh, is to create a texture with lots of parts of
various sizes. As said before this would be quite simple
if you could set up cropping in the material editor but
it is possible to do this in reverse. One useful tip is to NOT try to set
up the texture mapping with the final texture, or even
the rendered guide. The final texture will all be a
similar colour, which is why they can share the same 256
colour palette without looking bad, and the rendered
guide will have fuzzy edges. You would be much better
advised to go over the rendered guide with areas of flat
colour and then apply this simplified texture to the
model. This way you can see how things are lining up and
see the result of fiddling with the texture mapping gizmo
size and position more easily. Add blobs of colour to the
texture to make each areas asymmetrical so you can be
sure that things are orientated the correct way. Something else I can't emphasise enough is, to quote Darth Vader, to "Not be so proud of this technological terror you have constructed." It can be quite fun fiddling about with the bits of model for the multi-part texture and finding a really good way of fitting them together nicely. What is not so much fun is when you realise that because one part of the model is several times smaller than another part that the smaller part will have be too small on the multi-part texture. This is not so bad if you can just rescale the texture, since the texture mapping is proportional it makes no difference, but if one dimension is already the maximum of 256 pixels and so you have to split the texture into two (for example a 256*128 into two 128*128 which could then be rescaled to 256*256 each) any work you have done on setting up the texture mapping would be lost. Another useful tip is that I have found that when
exporting as a 3DS and converting to OPZ I can have
textures listed more than once in the OPTech Transparency
/ Self-Illumination and have found that the cause (or at
least one cause) is where I have set up different parts
of a mesh with different submaterials but have then
decided to use the same multi-part texture on all these
parts. Since this same texture is being referenced by
different materials it seems to be listed the multiple
times. This would not occur when using a DXF as no
texture mapping information is in the file and not occur
when using an OBJ as the textures would be being
reapplied in OPTech. Splitting one texture into multiple textures Deciding on the Level of Detail to include in
the Texture The first reason would possibly apply if you are
creating a ship (especially a starship) which has only
been shown in a comic. Much of the time a comic artist's
style, although there are artists who draw ships which
look almost like technical drawings, does not include
large amounts of hull detail as they prefer to make a
clearer more dramatic image. Although this looks good in
a comic if you, as I did with the MC-90, only have the
same level of detail then it can look too plain when
playing XWA. The second reason would conversely possibly apply if
you manage to find some nice large photos of the model
(which is preferable to shots from the film as in the
film there can be lighting which substantially alters the
look of the ship, for instance the Calamari models are
white and orange but in RotJ they appear more blue-grey
and brown) which show a lot of detail. Of course how much you will need to do this depends on your level of ability and your own style. The more skilled a texture artist you are the more ability you will have to make a texture look interesting without greatly obvious changes or to have a texture with a lot of detail without this looking like a mess. An important thing to remember though is that as long as you are happy with the texture then that is the important thing. Texturing |