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GA 3311: Materials and Lighting

In this class students will be introduced to materials, textures and lighting strategies to add detail and realism to objects without adding complexity to the model. Students will simulate real world surfaces containing reflection radiosity and other effects.

 
     
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Week 10: 3dpaint/Interactive Photorealistic Rendering

Welcome to the world of 3d Painting. Please takea look at these video tutorials using Photoshop CS4's 3d paint features:

Click on the images below for links to Video Tutorials. This series covers how to take a 3d model from Maya (2009) and import it into Photoshop (CS4) to paint in 3d right on the surface using photos. All images and videos are copyright Andrew Klein.

This video series from 3d artist and educator Andrew Klein (www.andrewklein.net), shows the viewer how to import a 3d model into Photoshop CS4 from Maya 2009, and demos two techniques to add photographic information into a texture, without having to paint on the UVs.

We can also use Maya's 3d paint tool. The 3d paint tool in Maya is a nice little bit of functionality that allows us to paint texture (as one would expect) in 3d. While its basic features are limited, It is extremely useful for painting over seams on your texture caused by boarder edges on your UV map. However, as useful as it is, it pales in comparison to dedicated 3d painting programs such as Deep Paint, Bodypaint, and Zbrush. In fact, its like trying to compare MS Paint to Photoshop. However, its worth taking a look at. You can find the 3d paint tool on the rendering shelf, as this icon. Select the model, click on the icon for the 3d paint tool, and enter the Tool Settings window to launch the preferences.

To get the tool to export textures to a usable location, we must first set our project, specifying a folder for 3dpainttextures:

When we first load the tool, we will notice that our brush will not work (see that big X below). This Is because we will need to assign a texture to the head, which we will do momentarily. Take a look around the brush settings window now though. We have options for choosing the alpha of the brush (its falloff), its size, its color, and how it blends with what is painted below. Note that we do not have dynamic 3d layers, or options to paint with photos.

To be able to paint on the mesh, we must hit the Assign/Edit Textures button, then set out preferences.
Once set, we can paint.
we can also choose to flood the whole object with color as you see here:

Like every brush in Maya, we can also paint based on symmetry using the stroke command.

Using Maya's Visor window, we can paint stroke effects right onto the texture file, very useful for painting hair, eyebrows, eyelids, and hamburgers.

to be able to view our updates to the model as they will look rendered, we will now use Maya's Interactive Photorealistic Renderer (IPR) which will automatically update the selected render region on each saved change that we make to our textures.

When I choose to paint a bump map rather than a color map, I can use the IPR renderer to view my changes.

 

Skin Texturing tutorial (click on image below):

 

Skin Texturing tutorial (click on image below):


MAKING EYEBALLS:
I will demo each eyeball using a different method. For the Right eyeball, we will use a polygon sphere, and planar map it. The Planar map will be given a photo-texture. The texture will be applied as color and ambient color (but not before toning it down with a multiply/divide node).


Method two requires using a NURBS sphere to generate the eye. We can then procedurally texture the eyeball using a U ramp. The fractal you see is stretched in the UV coordiantes (just like when we made the apple) to produce the pattern we see in the pupil.

1. 2.

Building an Eyeball, tutorial A
Building an Eyeball, tutorial B

The Cornea is a thin protective film that encases the eyeball. It can be seen prominently in image 2 above. I have built this shape out of polygon geometry so that it could be easily cylindrically mapped with an panoramic texture sample as reflected color (see image 1). The shape of the Cornea is what produces the shape of the highlights for the entire eye.

Beneath the Cornea lies the the rest of the eyeball. The white area is known as the Sclera and usually is somewhat multi-colored based on underlying feaures. Red and Pink tones will be noticeable based on veins under the outside film of the sclera. The tone of this object also varries by age, with children having a cooler, bluer white, and elderly individuals possesing a more yellowed tone.

The Front of the eye contains 2 more feaures, the Iris and the Pupil. the Iris is the portion of the eye from which we determine "eyecolor". In image 4, you can actually see how I have modeled this feature independantly, seperating it from the NURBS structure that the sclera remains, making sure to set my curvature tolerance to high or highest quality so that I do not get jagged lines between the two at render time. The Iris is a generally flat section, stopping the normal curvature of the eyeball, and actually reversing the curve somewhat and bending inward! The Pupil bulges slightly again, and changes size based on available light in the process we know as dialation.

 

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