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Back to Tutorials |
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Creating and Texturing a Gear - Part 4
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Setting up
the Image Texture |
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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. |
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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.
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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.
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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. |
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| 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. |
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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.
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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 |
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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. |
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| 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. |
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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.
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In Part 5 we will add the cast iron procedural texture
and relief lettering.
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