DESCRIPTION: mapping surfaces with different textures and effects.
PROGRAM: cinema 4d r11.5
Hello again tod @ s:
Today I bring a trick to make a spectacular mappings without bodypaint. Sometimes you do not have time to move your object to bodypaint bodypaint handle or do not know or just do not feel like using it, it depends on each one. I'll show you two tricks very good and easy to reach our goal.
Let's do a wall of a house, or whatever you want to be, which is in poor or old. I'll explain a little what we do and then explain in more detail:
The first trick will be to simulate the part of the plaster of the wall that has fallen, exposing the bricks. To do this we will use a selection of polygons label assigned to a channel material and to give depth displacement.
The second trick is to simulate stains and scuffs on the wall, for this we will create labels for use as weights alpha images, using the alpha channel of the paint material as we see fit.
Understood? after the mess!
First we create a bucket and climbed up a wall "may seem hard? I think not. Now give subdivisions and we do editable.
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Now we will use the tool "section" and to make new edges on her face in which we are working, with the way we want to be breaking the plaster. Once done this select the polygon interior. Select a label created with these polygons (top toolbar / select / set selection)
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Bone shader we put a color and leave it blank, you will activate the "displacement subpoligonal" and we put up a negative number.
Now we apply two textures to the cube. The label on the brick texture give it a click and attributes we look for an option that says "Selection", we take the polygon selection tag we created earlier and drag in that space. Now we put a light active front and throw shadows, ground ¡¡¡¡¡¡¡ AND RENDER !!!!!!!!
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Well, we will improve it by cracks, which are the same but with smaller pieces in the corners
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put in bridge and activate the selection tool, there's set to "painted vertices.
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Once we have our stuff, we're the alpha channel and apply the shader "map points" (arrow / effects / vertex map) and we double-click on the image that appears. In the hollow drag the map labels of vertices that we believe in the paint and apply the material to the wall.
and render!!
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But there is a glaring fault !!!!!!! the texture of brick covered out !!!!!!!!! It's okay, like all things cinema labels also have hierarchies, all you have to do is put the tag before the brick mold. As put
textures, these, will covering the previous layer in color, so be careful with the hierarchies.
Once they lock into place ..... RENDER ¡¡¡¡¡¡¡ !!!!!!!
Now if we look good.
textures, these, will covering the previous layer in color, so be careful with the hierarchies.
Once they lock into place ..... RENDER ¡¡¡¡¡¡¡ !!!!!!!
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If we like it to remain, we can always return to repaint the corners by double-clicking the label "map points".
If you put some texture and some quick touches in a few minutes we get something like this.
I hope you find useful.
Greetings PS: If you still have doubts, discuss them without fear and suggestions for future tips.
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