Tag Archives: software

Render of the week April 13

TIGER LILLYThis weeks render was a modeling exercise based on a tutorial Lesson 09 – 09A – Tiger Lily.  I did not use the procedure in the tutorial , I modeled my petals from planes. As always all work done in Blender this render in 2.70.  Enjoy see you for next weeks render.

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RENDER OF THE WEEK April 6

ONEWAY_StreetThis weeks render was a modeling exercise where I created building facades on planes and added a few small assets to complete a street scene.  I also tried a color management to achieve a photo look. As always all work done in Blender this render in 2.70.  Enjoy see you for next weeks render.

How To Create Textures Maps In Gimp

How To Create Texture Maps In Gimp

You just modeled the perfect scene and the only thing left is texturing and lighting. You get some great textures from cgtextures.com and apply it only to find your image still doesn’t quite have that pop. The reason for this is, that an image texture is merely a flat projection on your model. It is the same as putting a picture on a wall the photo is only a flat projection. The texture needs some depth and definition. To give the texture what it needs is simple a matter of adding a few things to give it more realism.

Your texture needs a normal map, a specular map, and some displacement to give it the detail it needs to mirror realism. If you have gimp you have the power to generate these maps within that one little program. Gimp can generate normal maps ,bump maps, displacement maps, and even specular maps. You can do it pretty fast with some short and simple steps.

I use a normal map and spec map with my textures. I use the spec map for displacement so I only need to generate the two maps.     

example 0

Creating the Normal map In Gimp:

  1. Open up your texture in GimpScreenshot from 2013-07-27 19:04:55

  2. Select color scroll down to desaturateScreenshot from 2013-07-27 19:27:05

  1. Select filters scroll to normal map in the normal map tab just click ok.

Screenshot from 2013-07-27 19:12:51Click file export, select your texture folder and click export and your normal map is ready to use.

Creating the Specular map In Gimp:

  1. Open up your texture in Gimp

  2. Select color scroll down to desaturate

  3. Select colors scroll to levelsScreenshot from 2013-07-27 19:39:59

  4. adjust the input levels towards the middleScreenshot from 2013-07-27 19:42:23

Click file export, select your texture folder and click export and your spec map is ready to use.

 

Fyi

You may want to put your textures in a folder for example brick texture and place your textures in with names such as brick.jpg, brick_normal.jpg and Brick_spec.jpg. This way all your texture maps are in one place.

Bonus Time

Here we have a basic plane with a diffused textureexample 1

Screenshot from 2013-07-27 18:12:24

Now we add a mix shader and a glossy shader

Screenshot from 2013-07-27 18:14:48

Now we have this

example 2

Now if we add the spec map and a color mix node we will put the texture in the top , set the bottom to black and change the blend mode to multiply then  put that in the factor input of the mix shader.

Screenshot from 2013-07-27 18:15:59

Now we this

example 3

Now let select the specular texture and the color mix node duplicate it and place it in the displacement socket

Screenshot from 2013-07-27 18:18:04

you have this

example 4

Then we add our normal map as an image texture connect it to a normal map node the connect it to the normal input of the glossy and diffused shader

Screenshot from 2013-07-27 18:22:16

Which gives us  this result

example 5

example 1example 5








On the left just a plain image texture on the right our better texture. Which do you prefer?

Additional Resources

The Secrets of Realistic Texturing

 

Introduction to Texturing with Cycles in Blender