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Back to Tutorials |
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Creating and Texturing a Gear - Part 5
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Setting up
the Procedural Texture |
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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.
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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.
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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. |
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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 |
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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 |
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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.
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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 |
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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. |
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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.
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In the Paths Tab click the Selection to Path button indicated with
yellow opposite to create a Path.
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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.
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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.
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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
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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. |
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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.
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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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