Tutorial: Using a Raytracer to create texturing
The idea to use a raytracer to generate any texturing material was taken into consideration if you do not have:
1. any usable picture material at all for the desired object
2. the object doesn’t exist in reality
or
3. you need some new materials designed
4. it is too complex to do it with an picture manipulation software
Why an raytracer:
The object or material you want to use is created in an “laboratory” which then can be used later on as an object as if in a real “Photo-Shooting-Session” indoors.
That means placement and illumination can be set accordingly to the special needs as if it wood be reality.
That’s was might be the difference to any picture manipulation software. CS4 is something in the middle.
In the end it is dealing with the question of low “paint-requests” to the graphic card.
If you own 3DSMax you can export to both, the small polygon-count 3D-Model with the more detailed texture using high polygon count rates on it, exported as an in the end reformatted DXT-xxx .bmp.
OK, if you have only GMAX and a picture manipulation software it would be very hard work.
I am using GMAX 1.2, Corel Photo Paint 12, Adobe Photo Elements 2.0. For those I have regular licensees.
Talking about points 1.. and 2. no CS4 will help you out.
So let ´s have a look what it might be useful for:
If things do not exist you can’t have any picture material.
I wanted to generate an 2.5 ton truck made in the 40th ´s to the late 60th ´s by both US and GB. In my scene it would best fit as a GB truck.
For the reasons of modern lawyers and the question of “licensing” it is sometimes useful not to be to exact.
Secondly I did not have any useful pictures of the original.
So I decided to implement something that would be “characteristic”.
Not to far away from reality but also not to be to exact on the real thing.
Pictures:
The truck in GMAX, not yet textured in all parts, the cabin will be the interesting part in this tutorial:
So, let ´s start with the cabin designed in the 3D-Frontend:
Being honest, this is much more easily done in the Moray 3D front-end software than in GMAX. These are only some differences, unions and intersections. Each part is simply to select. In GMAX the concept is different. But I don ´t want to claim about it. Let ´s stick to the theme.
The above cabin has not jet any “Glass”-Windows implemented, just holes.
This is done by intention.
We will see in a moment why:
The same cabin, just “walking” around with camera:
The difference is the illumination. It is the same object, with a different camera position but the same light taken.
Ranges therefore from ok to not acceptable.
If you change the light, you will get better results.
What we need is in the end a good picture from front, left, right, back, top.
So we will need to separate the 3D into Front, Back, Left, Right data set, using the appropriate camera position.
What I figured out concerning the window mapping, that there is an additional dirty trick:
Take a second picture of the according window with an angle of X/Y=15 and Z=45.
So, may be you might create a second data set for each of the above.
If You are interested in reading more about that kind of starting-point / way of implementation:
I would be very impressed if anybody would take care about it.
If for any reason yes then I would carry on with that thread.
Would you like to read more about it?
The idea to use a raytracer to generate any texturing material was taken into consideration if you do not have:
1. any usable picture material at all for the desired object
2. the object doesn’t exist in reality
or
3. you need some new materials designed
4. it is too complex to do it with an picture manipulation software
Why an raytracer:
The object or material you want to use is created in an “laboratory” which then can be used later on as an object as if in a real “Photo-Shooting-Session” indoors.
That means placement and illumination can be set accordingly to the special needs as if it wood be reality.
That’s was might be the difference to any picture manipulation software. CS4 is something in the middle.
In the end it is dealing with the question of low “paint-requests” to the graphic card.
If you own 3DSMax you can export to both, the small polygon-count 3D-Model with the more detailed texture using high polygon count rates on it, exported as an in the end reformatted DXT-xxx .bmp.
OK, if you have only GMAX and a picture manipulation software it would be very hard work.
I am using GMAX 1.2, Corel Photo Paint 12, Adobe Photo Elements 2.0. For those I have regular licensees.
Talking about points 1.. and 2. no CS4 will help you out.
So let ´s have a look what it might be useful for:
If things do not exist you can’t have any picture material.
I wanted to generate an 2.5 ton truck made in the 40th ´s to the late 60th ´s by both US and GB. In my scene it would best fit as a GB truck.
For the reasons of modern lawyers and the question of “licensing” it is sometimes useful not to be to exact.
Secondly I did not have any useful pictures of the original.
So I decided to implement something that would be “characteristic”.
Not to far away from reality but also not to be to exact on the real thing.
Pictures:
The truck in GMAX, not yet textured in all parts, the cabin will be the interesting part in this tutorial:

So, let ´s start with the cabin designed in the 3D-Frontend:

Being honest, this is much more easily done in the Moray 3D front-end software than in GMAX. These are only some differences, unions and intersections. Each part is simply to select. In GMAX the concept is different. But I don ´t want to claim about it. Let ´s stick to the theme.
The above cabin has not jet any “Glass”-Windows implemented, just holes.
This is done by intention.
We will see in a moment why:
The same cabin, just “walking” around with camera:


The difference is the illumination. It is the same object, with a different camera position but the same light taken.
Ranges therefore from ok to not acceptable.
If you change the light, you will get better results.
What we need is in the end a good picture from front, left, right, back, top.
So we will need to separate the 3D into Front, Back, Left, Right data set, using the appropriate camera position.
What I figured out concerning the window mapping, that there is an additional dirty trick:
Take a second picture of the according window with an angle of X/Y=15 and Z=45.
So, may be you might create a second data set for each of the above.
If You are interested in reading more about that kind of starting-point / way of implementation:
I would be very impressed if anybody would take care about it.
If for any reason yes then I would carry on with that thread.
Would you like to read more about it?
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