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          Blender Tutorials: Machined Metal Gear- part 4






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Creating and Texturing a Gear - Part 4





Setting up the  Image Texture




In Edit Mode, in Blenders 3D view select all vertices of the gear to see the UV layout. In order to optimise the layout we need the texture image loaded into the UV/Image Editor.

On the UV/Image Editors header click Image>Open and in the file browser that opens in the active window open the MetalTexture.jpg image.  The background grid of the UV/Image Editor will change to the image texture.
Open Image





We can now adjust the UV layout to fit the image texture.

With the mouse cursor over the UV/Image Editor window deselect All vertices then Box select the vertices of the gears side faces. Grab the side faces and centre them on the radial texture, then scale them to use as much of the texture as possible.
Resize Faces





Do the same with the gear teeth moving and scaling them to fill the top linear texture. Leave a small area of texture clear to the right of the gear teeth, it will allow you to partially overlap the key-way faces but still be able to link select them if we need to alter the layout after a test render.

Position the key-way faces in the top right corner and scale them to the same length as the gear teeth faces.

Scale up the faces of the bore to fully use the right hand linear texture.
Reposition Teeth





New Texture With the UV layout optimised to fit the texture we now need to assign the image texture to material 1.

In the Shading buttons Texture sub context click Add New.

Click on the None text field to open the Texture Type and click on Image.
Add New
In the Image panel that opens click on Load, a file browser window will open. Load the MetalTexture.jpg image. The Image panel will update with details of the texture. Load Image





Map Input Still in the Shading buttons but this time in the Material sub context, in the Map Input pane click UV to use the UV layout.

Map To
In the Map To panel leave colour selected as the colour of the texture adds to the graininess of the metal and click the Nor button twice to bring it to its inverse state. I mentioned in part 3 that black raises the surface and white depresses the surface. As we have created a black grain texture which would normally leave bumps, but machining marks leave scratches in the surface, the third state of the button allows us to reverse the effect of the bump map.

Increase the Nor slider to around 3.5
In the mirror trans panel add a small amount of reflection by clicking Ray Mirror and setting the ray mir slider to around 0.25 Mirror Trans





Yafray Renderer I am going to use YafRay 0.0.9 to render the gear. If you haven't got Yafray loaded you can use the Blender Internal renderer but you will need to play with the settings and lights to get a similar result. You can find details for setting up YafRay on the Blender website. Deselect XML
Select YafRay under the Render button. In the Yafray panel deselect the xml button
In the YafRay GI panel I am using the SkyDome. The Quality setting can be lowered for test renders and increased for the final render.

An Emit Pwr: of around 3.5 gives sufficient light.
Sky Dome





Add a Plane below the gear and give it a white colour with a small amount of Ray Mirror.

You could also add an image texture to the World settings. I tend to use the shinyball_ref.jpg which can be downloaded from the Blender Website under the reference section Textures Blender Texture Disk. The texture will give the Ray Mirror something to reflect.

If you Render the gear now you should get a similar image to this one.

Its worth experimenting with the material setting and lighting to get the effect you are looking for.

Machined texture





In Part 5 we will add the cast iron procedural texture and relief lettering.








<< Gear Part 3 Image Texture
Gear Part 5 Cast Texture >>









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