Adding visual detail using a bump-map
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If you want to "play along" with this example, load MonkeyCandle.lwo into Modeler You will also need these images: |
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MonkeyCandleTopTexture.tga |
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MonkeyCandleTopTexture.tga |
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Select the polygons that make up the Candelholder and the hand holding it. The easiest way to do this is in the Front or back view in Wireframe View, using the lasso (right click). Selecting polygons this way in Shaded View of Hidden Line only selects directly visible polygons, not the ones behind them. With SHIFT-A you can center the view on this selection |
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Give the new texture cordinates a name at Texture Name Choose Map Type: Cylindrical - Axis: Y - Setings: Automatic. The automatic settings choose the Center and Size settings automatically to fit the selection The next step is to use this newly created texture space to stick an image on the surface which will be used as bumpmap. I will first apply it to the color channel in order to be able to see it in the Modeler's viewports and intercatively fine-tune the texture placement. |
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In order to see what you are doing, switch the perspective view to Texture Wire mode. In one of the other viewports, choose UV-Texture as view, and next to the viewport selection, select the texture image you just applied. This will now appear in the backdrop of that viewport. |
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Select Modify - Transform - Stretch by hitting h. In the UV-Texture viewport, scale the UV-map so the image nicely fits, and is repeated four times horizontally.
To nicely fade the image out towards the top and the bottom, we have to apply a second image texture layer to the color channel |
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In the Texture Editor for the color channel, on the top left choose Copy - Copy All Layers. By unchecking the boxes in front of the texture layer names, you can turn them off on the color channel Open the Texture Editor for the bump channel. On the top left choose Paste - replace All Layers. The image layers are now copied to the bump map. |
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When you render the object you will see that the bump is not quite strong enough. You have to push the bump channel up to 250% to get the result shown on the right |

MonkeyCandleTopTexture.tga
MonkeyCandleTopTexture.tga
Create a new UV map by activating the Map tab and choosing New UV map.
In the Surface Editor (F5) select the Monkey material
In the color channel, add Image Texture layer
Add a new image layer to the color channel and give it the same settings as the one already there, but load the
The image is now properly placed. However, I want to use it as a bump map, not an color map. on the left you see the object rendered with the image applied as a color map
Bump maps do not show up until they are rendered, so we need to get our model into Layout (UV-Maps are always created in Modeler). Before we do that we want to save the model. Then, on the top right of the modeler, we can choose Send Object to Layout.