5) go to the mask and give it a new map channel. This is the last step in the material editor. since you’re goingto use several different masks you’re going to need to use different map channels in order to create different UV’s to map each mask separately. I’ll explain a bit further about map channels next.在MASK上增加一个新的贴图通道,这是在材质编辑器里要做的最后一步,你将要在不同的贴图中用了几个不同的MASK,并且使用不同的贴图通道来用于创建不同的UV,并且把遮罩分离。我将要下一步中详细讲解贴图通道。Map channel (material and uv map / unwrap)What are map channels ?Usually, when we add a texture and the modifiers UVWmap / Unwrap they come at the default of map channel 1. But anobject can have more than one UV, you can add more than one of these modifiers and when set on different channelsthey do not override each other. All you have to do is keep track of which map channel each texture is using andwhich modifier is set to that channel.贴图通道(材质 /UV MAP/UNWRAP修改器)什么是贴图通道呢?通常地,当我们试图为物体添加一张贴图,通常打开UVWmap/Unwrap修改器,接着便有了一个默认的贴图坐标。一个模型的UV有几个部分,你可以加入多个修改器在不同的通道中,不同通道间的图像是不能相互影响的,你只需要在某一个修改器中单独修改所需要修改的通道上的纹理。(说起来有点抽象,其实也不太复杂,贴图通道的视频教程在网上一搜一大把,这个只不过是多了几个混合而已)Output benefitsBack to the material editor. Since we covered most of the process in the material editor, In the next step I’mgoing to focus mostly about how to work with the UV’s but I would like to first share how I go about doing mostof the tweakings once I’ve already added some mix levels.I’ve noticed that not many people are aware of how useful the “output” tab is.Through the output tab you can easily override and adjust the weight each and every map gets in the mix levels. Itallows you to manipulate the colors and sometimes “override” the limit of the contribution a map gives.接着回到材质编辑器中的输出效果中,因为我们涉及的大部分操作都在上面。在下一步我重点讲诉我是如何使用UV坐标的,我决定把我的混合级别调高,我发觉没有多少人注意到“输出”这个选项是多么有用处,通过这个选项你可以很容易地调整输出的高度和各个贴图的混合级别,这可以使你熟练地控制颜色。I will go quickly through the parameters:Output amount - gives control to override the amount of contribution the map will have to the material.RGB offset - this basically controls the darker colors of the map. I often give this parameter values below 0 tostrengthen the contribution of the darker colors to the material.RGB level - this basically controls the brighter colors of the map.I often play with both RGB level and RGB offset - these 2 parameters can balance each other and the further theyare from each other the more “overridden contrast” the map gets.Bump amount - this parameter is very useful to tweak the contribution to the bump for each map. it has effect onlyin the bump slot, obviously我将快速地调整这些参数。输出数量- 控制贴图需要输出的强度。RGB偏移- 这是控制贴图颜色较深的部分。 我通常把这个参数设为0的强度RGB强度- 这通常控制了贴图颜色较明亮的部分我通常使这RGB偏移和RGB强度两个数值相互抵消-这两个参数既能够彼此平衡,也能够在贴图中使用更高的对比。凹凸数量- 这可以非常有效地控制每张贴图凹凸输出的数值,它只能影响凹凸通道。STEP2 - Mixing in details in different map channels and adjusting them on the meshEverything done so far can be considered as preparation for this step, this is the main step for this technique.I’ve explained how I go about adding more mix levels to the material editor so now I’m gonna focus on what I’vedone with the uv’s for each mix level I’ve added.在不同的贴图通道中混合进不同的细节纹理并且在模型上调整它们。之前所做的一切都是为了这一部而准备,这是整个过程中最重要的一部。我在前面已经解释了我如何在材质编辑器重增加的混合级别,现在我把注意力集中在如何调整混合级别中的UV坐标。10.jpg (100.68 KB, 下载次数: 0)
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Map channel 1 - blood and general mapsMap channel1 is the default channel that comes when you work with objects and textures. That is why I didn’treally need to make a new map channel for it - just moving around existing uv’s to set where the blood stainsfall was enough. I didn’t even need to unwrap any model because even if inevitable stretches and overlapsoccurred - it didn’t really meter too much.There is a meaning to the order of the mix levels and since the bloodwill cover the rest of the details, it goes to the base of the maps.贴图通道1- 血迹和一览图贴图通道1是你赋予在物体上的默认贴图,这也是为什么我没必要再去新建另外的贴图通道,只需要移动现有的UV坐标来使血迹的位置得到移动就已经足够了。我甚至不再需要展开物体的UV,因为即使会产生重叠和拉伸,它也不用很精确地计算。这也是混合级别的意义,血迹也会覆盖这些细节,这是物体的基础贴图。11.jpg (74.64 KB, 下载次数: 0)
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Map channel 2 - Side decorations / diamonds’ gradientThis is where this technique really takes advantage of it’s potential. When preparing the mask, I had to makesure that it can be seamlessly tileable horizontally and that I have enough “empty black space” to work with theuv’s. I went through every armor part and added an Unwrap modifier and set it’s channel to 2. First step is toscale down all the uv’s to a really small chunk and put them on the side on an “empty black space”, then selecta few polygons on the side of the model through the unwrap, hit planner mapping and organize the uv’s whileseeing in the viewport how the side decorations fit the model. This process is repeated with every few polygonchunks from the corners of the model and then I weld them all into 1 long “uv line”. The great thing about doingit this way is that I can really easily manipulate the side decorations to grow or shrink with the model’s flowand get the feedback in the viewport in real time.In this tutorial I am focusing on the shading of the armor’s metal material but I just wanted to mention herethat I’ve also used the same map channel 2 unwrap for the diamonds - in the diamonds’ material I’ve placed aradial gradient map in the “extra light” slot to give them extra subtle depth, I went through every object thathad diamonds in it and in the same map channel 2 unwrap modifier that was already there I’ve selected thediamonds uv’s and manipulated them around one of the tiles of the gradient (and not necessarily in the center ofthe uv’s to avoid cluttering).侧面的金属装饰/菱形装饰的变化,这也是为什么这个方法利用到了它的可能性。在准备遮罩之前,我必须要确定我有足够的“黑色真空区”来使我在UV坐标上面调节,我希望每个装甲的部分都只添加一个Unwrap修改器并且把它们改为通道2。第一步是把通道2的UV按比例缩小到一块并且把它放到一边。接着选择另外的多边形添加unwrap并放到一边,点击平面映射并且在视图中观察装饰与模型的匹配度。以下模型的每个边缘的多边形都是重复这个方法,用这个方法的好处是我能很轻松地操作装饰在模型中的颜色表现,并且能在视图中得到即时的观察。在本次教程中我把注意力集中在了装甲的金属材质的阴影表现上,但我只想在这里提及我在中间的菱形装饰中用了与通道2同样的材质,接着给与它们一些细微的深色我仔细检查了菱形在每个物体中的表现,接着造同样的通道2的贴图中打开了unwrap修改器。(并不需要去避免UV在中心的杂乱)Map channel 3 - SymbolsAgain, When preparing this mask, I made sure I kept enough “black empty space” between the symbols, That is alsowhy for this map I turned tiling off - to have more empty space to work with on the corners. So now we go againthrough every armor part, add another unwrap modifier and set it to channel3. First step is to select all the uv’s, scale them down and take them outside of the uv box (which should be enough to “make a clean start” since thetiling is turned off). The idea now is to select the polygons that will have a symbol, hit planner and andmanipulate the uv’s until you are happy with how the symbol sit’s on the model. Again, immediate viewportfeedback makes it possible to nicely “deform” the original shape of your symbol to fit the shape of your modelsmore “naturally”, this also helps avoiding having a cloned look when using the same shape several times. (take alook for example at how much the big shape on the helmet is deformed from its original texture to fit the flow ofthe helmet).贴图通道3 - 装饰当我准备遮罩的时候,我必须确定我在标志的中间留有足够的空间这也是我为什么转过来贴上了有更多空间的角落。现在我再次检查每个装甲部分,并为他们添加其余的unwrap修改器并且把设为通道3。第一步是选择全部的UV,把它们放在UV方格的外边。我现在的想法是选择所有装饰上的多边形,点击平面映射,使装饰位于模型的表面。视图的即时显示使得装饰在模型上显得更自然了。12.jpg (130.2 KB, 下载次数: 0)
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Map channel 4 - scratchesI’ve added this one later but since the scratches should also appear on the side decorations and symbols, I’veadded this mix level below them (like I’ve mentioned earlier, the order of the mix levels in the material isimportant and it wouldn’t make sense to have the scratches on the armor stop where there are symbols and sidedecorations).贴图通道4 - 划痕我将要在盔甲上添加划痕来作为装饰,接着把它们的混合级别降低(我之前提到这个混合级别的命令是很重要的,盔甲上面没有没有装饰和划痕的话这对我来说将是毫无意义的)13.jpg (73.12 KB, 下载次数: 0)
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For most of the armor’s parts I’ve simply placed a UVWmap modifier with map channel 4 and did a quick move/rotate/scale tweak to the gizmo to determine how the scratches fall.对于装甲的大多数部分我只是简单地使用了UVWmap修改器,并且使用move/rotate/scale来调整划痕和纹理的位置。blood_knight_med.jpg (113.57 KB, 下载次数: 0)
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