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          Blender Tutorials: Machined Metal Gear- part 5






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Creating and Texturing a Gear - Part 5





Setting up the  Procedural Texture




Stretched Edges If you look closely at the cast area you will see the mesh has been stretched to form the recess, with the edges nearer the top face (A) being longer than those at the bottom (B).

We need this difference in size to be reflected in the UV 
layout. To do this we will need to adjust the edge loops of the UV layout by Alt-RMB selecting a loop and sailing it until the proportions match the edge length's of the mesh.

Adjust UV





Change Colour In the Shading context Material Sub context buttons select material 2 Mat 2 in the Links and Pipeline panel

Set the colour to a dark grey, around 0.23 for all R, G, B values.

Switch to the Texture sub context buttons and add a new texture.

From the Texture Type menu choose Voronoi.


Texture Settings In the Voronoi panel set size to 0.006

The other default settings can be left unchanged.

Switch back to the Material sub context buttons.
Texture Type





Map To
In the Map Input panel click the UV button to use the UV coordinates.

In the Map To panel deselect Col and select
Nor. Set Nor to 0.75
Ray Mirror

In the Mirror Trans panel Select Ray Mirror and add a small amount of mirror, around 0.13 and in the Shaders panel reduce spec to around 0.3





The above settings should be sufficient for a fairly convincing sand cast texture. Its worth experimenting with the settings to see the effects they have on the rendered image.





To be able to create the embossed letters we need to output an image of the UV layout to use as a drawing guide.

With the gear selected click on UVs>Scripts>Save UV Face Layout. In the UV Image Export window set size to 2400 and click OK

In the file window save the exported image as Gear.tga
Save UV layout





Open the image in Gimp. You will see a line drawing of the UV layout on the background layer.

Add a new layer and use the Bucket Fill tool to change the layer colour to 50% grey. On the layer tab slide the Opacity slider to around 50% so the lines show through.
UV layout in Gimp





Select Circle
Ellipse Select Tool

Using the Elips Select Tool drag a circle over the cast area. This will form a guide for the Text.

To constrain the shape to a circle press shift whilst dragging.

In the Paths Tab click the Selection to Path button indicated with yellow opposite to create a Path.




Path





Text Tool

Open the Text Tool and click over the image. Type in the text you want to appear on the gear. Set the size to around 60 or even larger and the colour to black.

Click on the Text Along Path button. A new path will be created with the text curved along the circle path.

Create a selection from the path by clicking the orange square on the paths dialogue indicated with red on the image above.
Text Along Path





In the Layers Tab select the Background layer and delete it by pressing the bin icon at the bottom right of the layers tab. Select the grey layer and set the opacity to 100%

Change the Foreground colour to black and using the Bucket Fill Tool fill the selection.


Text






We now need to soften the edges of the lettering.

On the Image Window header select Filters>Blur>Gaussian Blur
Set the Horizontal and Vertical Blur radius to around 10.

Save the image as 20teeth.jpg

Blurred Text





Back in Blender with 2 Mat 2 selected and in the Texture sub context of the Shaders buttons. In the Texture panel select the second texture channel below Tex and add a New Texture, in the None text field select image.

Load the 20teeth.jpg image.
Load Texture

In the Material sub context buttons set Map Input to UV and in the Map To panel deselect Col and select Nor with a value of around 2.5.

Its now just a matter of playing around with the lighting and material textures to fine tune the finished render to give the result you require. It can take many test renders to perfect an image, luckily Blender gives you total control of the settings rather than limiting you to just a few pre-set options.

Finished Render





I hope you have found this tutorial informative and will be able to cary the techniques over to your own projects.








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