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	<title>ForCG - 3D and Photoshop Tutorials, Graphic and Design Inspiration &#187; Texturing</title>
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		<title>Model and Render a Cartoon Character</title>
		<link>http://forcg.com/tutorials/lighting-rendering/model-and-render-a-cartoon-character/</link>
		<comments>http://forcg.com/tutorials/lighting-rendering/model-and-render-a-cartoon-character/#comments</comments>
		<pubDate>Thu, 17 Jun 2010 18:18:23 +0000</pubDate>
		<dc:creator>Dogacan Bilgili</dc:creator>
				<category><![CDATA[Lighting and rendering]]></category>
		<category><![CDATA[Modeling]]></category>
		<category><![CDATA[Texturing]]></category>

		<guid isPermaLink="false">http://forcg.com/?p=937</guid>
		<description><![CDATA[The character which you will be modeling, is a very pretty one called &#8220;Danbo&#8221;. It has lots of shots around websites, just google its name. Throughout this tutorial you will be taught how to use basic shapes and tools efficiently to model this little friend and then you will be rendering it with vray engine [...]]]></description>
			<content:encoded><![CDATA[<p>The character which you will be modeling, is a very pretty one called &#8220;Danbo&#8221;. It has lots of shots around websites, just google its name. Throughout this tutorial you will be taught how to use basic shapes and tools efficiently to model this little friend and then you will be rendering it with vray engine to nicely present it.</p>
<p><span id="more-937"></span></p>
<h3>Final Product</h3>
<p>Here&#8217;s what we are going to create:</p>
<p><a href="http://img249.imageshack.us/img249/6504/finallj.jpg"><img src="http://img24.imageshack.us/img24/165/600if.jpg" alt="" /></a></p>
<h3>Step 1</h3>
<p>Create a cube that has dimensions set to 135 x 327 x 68.</p>
<p><img src="http://img153.imageshack.us/img153/5325/25749212.jpg" alt="" /></p>
<h3>Step 2</h3>
<p>Press F3 and go to Right view. Here choose B-Spline and draw a spline around the cube just like below.</p>
<p><img src="http://img441.imageshack.us/img441/7459/79978444.jpg" alt="" /></p>
<h3>Step 3</h3>
<p>Create a Rectangle spline (Width: 4cm, Height: 130cm).</p>
<p><img src="http://img17.imageshack.us/img17/9634/94900071.jpg" alt="" /></p>
<h3>Step 4</h3>
<p>Create Sweep NURBS then drag and drop both Rectangle and previous spline, we have just drawn, over the Sweep NURBS.</p>
<p><img src="http://img163.imageshack.us/img163/4884/15138748.jpg" alt="" /></p>
<h3>Step 5</h3>
<p>Now resize the main cube object to fit in the border line. Here is the final result of main part of arm.</p>
<p><img src="http://img227.imageshack.us/img227/8531/15186461.jpg" alt="" /></p>
<h3>Step 6</h3>
<p>Now create a sphere with 30 cm radius, over that arm.</p>
<p><img src="http://img153.imageshack.us/img153/8325/11437052.jpg" alt="" /></p>
<h3>Step 7</h3>
<p>Press F3 to jump the right view. Here draw a shape with &#8220;Linear&#8221; spline tool like below.</p>
<p><img src="http://img683.imageshack.us/img683/4711/55735937.jpg" alt="" /></p>
<h3>Step 8</h3>
<p>Now create a &#8220;Extrude NURBS&#8221; and make that spline the child of it then use the 9.5 value for movement of Extrude NURBS</p>
<p><img src="http://img199.imageshack.us/img199/1769/78126525.jpg" alt="" /></p>
<h3>Step 9</h3>
<p>Copy that part and let them to hold the sphere object between them.</p>
<p><img src="http://img217.imageshack.us/img217/3893/57268644.jpg" alt="" /></p>
<h3>Step 10</h3>
<p>Create another cube object as body (145 x 355 x 210)</p>
<p><img src="http://img266.imageshack.us/img266/235/97741031.jpg" alt="" /></p>
<h3>Step 11</h3>
<p>Now with rotate tool (R) turn the arm and connect it with body. Then copy that arm to create left arm. Here is the final result so far.</p>
<p><img src="http://img532.imageshack.us/img532/3595/69143511.jpg" alt="" /></p>
<h3>Step 12</h3>
<p>Select the body cube and make it editable (C). Select the bottom face and apply extrude inner action with 6 cm offset.</p>
<p><img src="http://img227.imageshack.us/img227/2416/55604451.jpg" alt="" /></p>
<h3>Step 13</h3>
<p>Now select the outer face of the bottom and extrude it just like below. Repeat that action for other 3 parts.</p>
<p><img src="http://img153.imageshack.us/img153/9282/39663902.jpg" alt="" /></p>
<h3>Step 14</h3>
<p>Now right click over body and choose &#8220;Knife&#8221; tool, then choose the &#8220;loop&#8221; mode in the options tab.</p>
<p><img src="http://img156.imageshack.us/img156/6002/75226197.jpg" alt="" /></p>
<h3>Step 15</h3>
<p>Here slice the bottom part of body twice as below.</p>
<p><img src="http://img19.imageshack.us/img19/4295/41581546.jpg" alt="" /></p>
<h3>Step 16</h3>
<p>Press &#8220;U&#8221; on your keyboard then &#8220;L&#8221; to activate the &#8220;Loop selection&#8221; tool. and select the middle line, then squeeze it with &#8220;scale tool&#8221;.</p>
<p><img src="http://img210.imageshack.us/img210/3410/10696227.jpg" alt="" /></p>
<h3>Step 17</h3>
<p>Now copy and resize the main part of the arm to use as leg. Here is the wireframe view.</p>
<p><img src="http://img443.imageshack.us/img443/8734/48646744.jpg" alt="" /></p>
<h3>Step 18</h3>
<p>Create a new cube object as head (260&#215;295x490)</p>
<p><img src="http://img534.imageshack.us/img534/8822/42058407.jpg" alt="" /></p>
<h3>Step 19</h3>
<p>Make that cube editable (C) then select the face bottom of the cube and with &#8220;Extrude inner&#8221; tool create a new face (8cm offset).</p>
<p><img src="http://img139.imageshack.us/img139/2386/24775591.jpg" alt="" /></p>
<h3>Step 20</h3>
<p>Now extrude it to inside.</p>
<p><img src="http://img686.imageshack.us/img686/3425/43258907.jpg" alt="" /></p>
<h3>Step 21</h3>
<p>Select knife tool and change mode section to &#8220;loop&#8221; to make slices on corners. Do this for every corners which exist on top side. Every corner should look like below.</p>
<p><img src="http://img688.imageshack.us/img688/5585/12808331.jpg" alt="" /></p>
<h3>Step 22</h3>
<p>Now create a &#8220;HyperNURBS&#8221; and make the cube object child of it. Then under the settings of hypernurbs give &#8220;3&#8243; as value to &#8220;Subdivision editor&#8221; section.</p>
<p><img src="http://img571.imageshack.us/img571/4258/22554002.jpg" alt="" /></p>
<h3>Step 23</h3>
<p>Create two cylinder and a triangle geometry like below to use on face.</p>
<p><img src="http://img85.imageshack.us/img85/6206/80884427.jpg" alt="" /></p>
<h3>Step 24</h3>
<p>Now create a &#8220;Boole&#8221;object then drug these geometries and the cube object, which we created as cube and make child of the hypernurbs, but be sure that cube object comes first and other geometries stay together in a group file. Objects tree should looks like below.</p>
<p><img src="http://img16.imageshack.us/img16/6025/15321573.jpg" alt="" /></p>
<h3>Step 25</h3>
<p>Copy these geometries and paste them same place but this time they should be thinner.</p>
<p><img src="http://img684.imageshack.us/img684/5131/78675301.jpg" alt="" /><br />
Continue to next page below!</p>
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		<title>How to Use Pelt Mapping</title>
		<link>http://forcg.com/tutorials/game-art/how-to-use-pelt-mapping/</link>
		<comments>http://forcg.com/tutorials/game-art/how-to-use-pelt-mapping/#comments</comments>
		<pubDate>Mon, 01 Feb 2010 20:14:04 +0000</pubDate>
		<dc:creator>Marcin Kłosowski</dc:creator>
				<category><![CDATA[Game Art]]></category>
		<category><![CDATA[Texturing]]></category>

		<guid isPermaLink="false">http://forcg.com/?p=598</guid>
		<description><![CDATA[In this tutorial, I&#8217;ll show you how to use Pelt Mapping inside of 3ds Max and ZBrush. It&#8217;s very useful feature that will allow you to map objects easily and precisely! It&#8217;s definitely worth learning this technique. Let&#8217;s see why it&#8217;s so great!
Pelt Mapping
Pelt mapping is a very useful method of mapping untypical objects (like [...]]]></description>
			<content:encoded><![CDATA[<p>In this tutorial, I&#8217;ll show you how to use <strong>Pelt Mapping</strong> inside of 3ds Max and ZBrush. It&#8217;s very useful feature that will allow you to map objects easily and precisely! It&#8217;s definitely worth learning this technique. Let&#8217;s see why it&#8217;s so great!<span id="more-598"></span></p>
<h3>Pelt Mapping</h3>
<p>Pelt mapping is a very useful method of mapping untypical objects (like organic models, rocks, trees etc.) that are difficult to map in a standard way. It allows you to &#8217;stretch your object&#8217; on a plane and make it 2D. Then you can use other tools like ZBrush to create a great texture that perfectly fits your object. I&#8217;m going to use some simplier object here which is just a table. For your convenience I&#8217;m going to start with modeling process because that&#8217;s also important. Not every object will work here. You&#8217;ll always have to add a few more polygons for the simpliest objects in order to have them smoother inside of ZBrush. Take a look at my table which is already mapped.<br />
<img class="alignnone size-full wp-image-622" title="final" src="http://forcg.com/wp-content/uploads/2010/01/final1.jpg" alt="" width="640" height="480" /></p>
<h3>Step 1</h3>
<p>To begin with open up 3ds Max and create a box with dimensions like 22 for length, 24 for width and 1,5 for height. Add three lenght, three width and two height segments. Convert it to <strong>Editable Poly</strong> by right-clicking on it and going to <strong>Convert To:</strong> and selecting <strong>Editable Poly</strong>.</p>
<p><img class="alignnone size-full wp-image-600" title="step1" src="http://forcg.com/wp-content/uploads/2010/01/step1.jpg" alt="" width="600" height="455" /></p>
<h3>Step 2</h3>
<p>Press <strong>4</strong> to enter <strong>Polygon</strong> sub-level of Editable Poly. Select corner polygons and use <strong>Inset</strong> on them with <strong>Amount</strong> like 3.</p>
<p><img class="alignnone size-full wp-image-601" title="step2" src="http://forcg.com/wp-content/uploads/2010/01/step2.jpg" alt="" width="600" height="455" /></p>
<h3>Step 3</h3>
<p>Start extruding polygons that are meant to be legs of your table until you create something like this on images below.</p>
<p><img class="alignnone size-full wp-image-627" title="step34-600" src="http://forcg.com/wp-content/uploads/2010/02/step34-600.jpg" alt="" width="600" height="759" /></p>
<h3>Step 4</h3>
<p>Now try to select all the edges that are borders of your object. Don&#8217;t select any edges inside because we want it to be a little bit chamfered only outside! Use <strong>Chamfer</strong> on edges you&#8217;ve just selected with amount of 0,1. We have to do it because we want to have more control over stroking polygons while increasing thier number inside ZBrush and don&#8217;t want to lose original shape what could make our texture doesn&#8217;t match with object when we&#8217;ll be back to 3ds Max.</p>
<p><img class="alignnone size-full wp-image-626" title="step56-600" src="http://forcg.com/wp-content/uploads/2010/02/step56-600.jpg" alt="" width="600" height="703" /></p>
<h3>Step 5</h3>
<p>To check if you&#8217;d selected correct polygons you can select <strong>Nurms Subdivision</strong>. If it still does look correct it means you&#8217;ve done that correctly. Don&#8217;t forget to deselect it.</p>
<p><img class="alignnone size-full wp-image-629" title="step7-600" src="http://forcg.com/wp-content/uploads/2010/02/step7-600.jpg" alt="" width="600" height="396" /></p>
<h3>Step 6</h3>
<p>Add a modifier called <strong>UVW Unwrap</strong>.</p>
<p><img class="alignnone size-full wp-image-628" title="step8-600" src="http://forcg.com/wp-content/uploads/2010/02/step8-600.jpg" alt="" width="600" height="518" /></p>
<h3>Step 7</h3>
<p>Go to its sub-level called <strong>Face</strong> and select all the polygons that build leg of your table. Now choose <strong>Point to Point Seam</strong> and draw a line like mine.</p>
<p><img class="alignnone size-full wp-image-631" title="step9-600" src="http://forcg.com/wp-content/uploads/2010/02/step9-600.jpg" alt="" width="600" height="400" /></p>
<p>Note:</p>
<ul>
<li>You can turn off <strong>Ignore Backfacing</strong> to select polys easier and on both sides at the same time.</li>
</ul>
<h3>Step 8</h3>
<p>Once you finish drawing press <strong>Pelt</strong>. Notice that there&#8217;s a new option available down in the menu called <strong>Edit Pelt Map</strong>. Turn it on and press <strong>Simulate Pelt Pulling</strong> a few times. This will make your mesh stretched. You can see what&#8217;s going on in <strong>Edit UVWs</strong> window.</p>
<p><img class="alignnone size-full wp-image-630" title="step10-600" src="http://forcg.com/wp-content/uploads/2010/02/step10-600.jpg" alt="" width="600" height="442" /></p>
<p>Note:</p>
<ul>
<li>In case the lines are overlapping you should first grab red points, scale them up a little using scale tool and simply redo <strong>Simulate Pelt Pulling</strong> a few times again</li>
<li>If your lines are still overlapping make sure you&#8217;ve deselected <strong>Select Element</strong> option and you can grab some vertices and move them slightly</li>
<li>In the event it still doesn&#8217;t work you have to draw other route to pelt it because one you&#8217;ve selected seems to be incorrect. In this particular case it will work fine.</li>
</ul>
<h3>Step 9</h3>
<p>Now your mesh is stretched also in <strong>Edit&#8230;</strong> window.</p>
<p><img class="alignnone size-full wp-image-633" title="step12-600" src="http://forcg.com/wp-content/uploads/2010/02/step12-600.jpg" alt="" width="600" height="599" /></p>
<h3>Step 10</h3>
<p>Do the same with the other legs. To stretch table top select all the polygons and again draw a line similar to mine. We can&#8217;t close it because if we would do it it will divide our mesh into two parts. Doing it it&#8217;s usually good to imagine that you&#8217;re cutting your object with knife and blue lines are places where will the hole be. Again use <strong>Pelt</strong> then <strong>Edit Pelt Map</strong> and finally <strong>Simulate Pelt Pulling</strong> a few times. Scale up red vertices if you need to and make sure your lines aren&#8217;t overlapping. When you are done close that window.</p>
<p><img class="alignnone size-full wp-image-632" title="step13-2-600" src="http://forcg.com/wp-content/uploads/2010/02/step13-2-600.jpg" alt="" width="600" height="249" /></p>
<h3>Step 11</h3>
<p>Open up <strong>Edit&#8230;</strong> window again and place all your objects separately in the square with the thick black borders (actually they are dark blue but seem to be black). You can use tools like <strong>Move, Scale</strong> and <strong>Rotate</strong> if something doesn&#8217;t match.</p>
<p><img class="alignnone size-full wp-image-610" title="step14" src="http://forcg.com/wp-content/uploads/2010/01/step14.jpg" alt="" width="611" height="795" /></p>
<h3>Step 12</h3>
<p>Now all mapping informations are assigned to this object so we can export it to ZBrush and paint that there not losing anything. Go to <strong>File -&gt; Export&#8230;</strong> and export your object as a *.OBJ file.</p>
<h3>Step 13 &#8211; Inside of ZBrush</h3>
<p>Import your *.obj file using <strong>Import an OBJ file</strong> function inside ZBrush. Now follow my screenshot to select correct ZBrush options. First click on <strong>Edit</strong> (1). After that choose <strong>Fast Shader 5</strong> (2) material from the list to the left. Select <strong>MRGB</strong> insted of RGB and <strong>deselect Zadd</strong>. Increase number of polygons by going to <strong>Geometry -&gt; Divide</strong>. We need them more to paint on that additional geometry. Last thing is to go to <strong>Texture</strong> and enable <strong>Colorize</strong>.</p>
<p>Click on the screenshot below to enlarge.<br />
<a href="http://forcg.com/wp-content/uploads/2010/01/step15.jpg"><img class="alignnone size-full wp-image-634" title="step15-600" src="http://forcg.com/wp-content/uploads/2010/02/step15-600.jpg" alt="" width="600" height="465" /></a></p>
<p>A couple of things to note:</p>
<ul>
<li>Fast Shader 5 can be replaced with anything that allows you to clearly see the material so I think something bright will be great</li>
<li>MRGB is a channel enabling you to edit material and not the object itself</li>
<li>We&#8217;ve disabled Zadd because we don&#8217;t want to sculpt mesh but only paint on it (you can sculp your objects if you want to)</li>
<li>Click on screenshot to enlarge</li>
</ul>
<h3>Step 14</h3>
<p>You can choose any color (1) you like as well as brush size (2) and rotate, scale or move your object the way you need it using icons I&#8217;ve marked as 3. Start with painting table legs.</p>
<p><img class="alignnone size-full wp-image-636" title="step16-600" src="http://forcg.com/wp-content/uploads/2010/02/step16-600.jpg" alt="" width="600" height="429" /></p>
<h3>Step 15</h3>
<p>To paint over table top press <strong>Shift</strong> and rotate your table until it will be exactly straight. We can use masks to mask some parts of our table that we don&#8217;t want to paint on. To do it press and hold <strong>Ctrl/CMD</strong> and choose the size of mask. Once you&#8217;ve done that you can paint regions you&#8217;ve chosen.</p>
<p><img class="alignnone size-full wp-image-635" title="step17-600" src="http://forcg.com/wp-content/uploads/2010/02/step17-600.jpg" alt="" width="600" height="466" /></p>
<p>Notes:</p>
<ul>
<li>If you lose color you were using press <strong>C</strong> to get it back</li>
<li>Obviously you&#8217;ll want to paint your object with normal textures. I&#8217;m using these stripes to show you how I&#8217;m usually doing it and to show you clearly that it works</li>
</ul>
<h3>Step 16</h3>
<p>Once you&#8217;ve done that let&#8217;s create a texture from that by clicking on <strong>Col&gt;Txr</strong> in <strong>Texture</strong> table. A new texture should apper to the left but it&#8217;s a bit different than the one from 3ds Max.</p>
<p><img class="alignnone size-full wp-image-638" title="step18-600" src="http://forcg.com/wp-content/uploads/2010/02/step18-600.jpg" alt="" width="600" height="466" /></p>
<h3>Step 17</h3>
<p>It is flipped vertically so to flip it back go to <strong>Texture</strong> and find there option named <strong>Flip V</strong>.</p>
<p><img class="alignnone size-full wp-image-639" title="step19-600" src="http://forcg.com/wp-content/uploads/2010/02/step19-600.jpg" alt="" width="600" height="381" /></p>
<h3>Step 18</h3>
<p>Finally we can export it for instance as a *.PSD file by clicking on the texture preview to the left.</p>
<p><img class="alignnone size-full wp-image-637" title="step20-600" src="http://forcg.com/wp-content/uploads/2010/02/step20-600.jpg" alt="" width="600" height="278" /></p>
<h3>Step 21</h3>
<p>Go back to 3ds Max and press <strong>M</strong> to enter Material Editor. Choose any material slot and put a texture as its <strong>Diffuse</strong> using <strong>Bitmap</strong>. Select the table and again go to <strong>Edit</strong> in <strong>UVW Unwrap</strong> options. It should fit perfectly but in the event it doesn&#8217;t you can move some verticles slightly.</p>
<p><img class="alignnone size-full wp-image-617" title="step21" src="http://forcg.com/wp-content/uploads/2010/01/step21.jpg" alt="" width="608" height="792" /></p>
<h3>Conclusion</h3>
<p>Check if your texture works on renders. If so you&#8217;ve just completed this tutorial and I hope you&#8217;ve learned something new. Please leave your thoughts about my tutorial below. Thank you!</p>
<p><img class="alignnone size-full wp-image-622" title="final" src="http://forcg.com/wp-content/uploads/2010/01/final1.jpg" alt="" width="640" height="480" /></p>
<h3>Further reading</h3>
<ul>
<li><a href="http://www.evermotion.org/tutorials/show/7895/how-to-use-pelt-mapping" rel="nofollow">How to use pelt mapping</a> by Kuba Dabrowski</li>
<li><a href="http://www.neilblevins.com/cg_education/pelt_mapping/pelt_mapping.htm" rel="nofollow">Pelt mapping tutorial</a> by Neil Blevins</li>
</ul>
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