Tag: texturing

Applying a Material Over a Textured Hierarchy in Cinema 4D

This tip is a perfect example of a technique that is so strange that you may never use it. However, if you do run into this issue, you might save a few precious minutes of your time with the technique below.

Cinema 4D (like many other 3D packages) applies materials hierarchically—if you apply a material to an object that has many children, all of the untextured children get that material applied too. There might be a situation (testing lighting for example) where you want to take an already textured hierarchy and apply a new material to all of the objects. Watch the short video below to see what that means.
Read More

The Razorback – Part 48: Mirroring the Right Arm and Texturing the Rotor

In part 48, we take a look at mirroring our UV map work, and duplicating one of the texture maps for the arms. We then move on to a more procedural method of texturing the front brake rotors.

Read More

UV Mapping Series – Part 3

In this final part of the UV mapping series, we take a look at a special request from one of my viewers. He pointed me to some 3D artwork that involved stylized text as cheese. The context of his question was UV mapping. I decided to see how close I could get to the effect while applying UV mapping as a primary technique.

The video below is essentially a re-creation of the technique involved in creating the cheesy text.

Read More

UV Mapping Series – Part 2

Part two of the UV Mapping series focuses on a practical example of how you would map an irregular object. There’s a bit of discussion about where it’s OK for seams to appear, and why it’s important to keep distortion under control. Of course, we touch on the topic of reducing distortion by creating cuts, moving seams, and breaking apart Islands or Shells.
Read More

UV Mapping Series – Part 1

UV Mapping can sound like a complex, intimidating concept to a 3D newcomer. The truth is that it’s a powerful concept that only takes a little bit of introduction to grasp.

This initial post focuses on the very basics of UV mapping, and what it is at its core. We go into the concept of UV mapping, and instead of talking about the why and how, we just look at what you can accomplish with it.

Read More

The Razorback – Part 40: Painting the Main Armor Plates

In this episode (it seems crazy that we’re at episode 40 already!) we will be looking at the actual painting of the armor plates. We’ll go for a worn and slightly damaged look; this should help reinforce the realism when we create some renderings. Read More

The Razorback – Part 39: UV Mapping the Side Armor Plates

In this part of the Razorback saga, we’re coming up on number 40 in the series. This is a pretty relevant part of the series as we’re starting to get into UV mapping and texturing. The video below is a little similar to my previous UV Mapping tutorial. If you enjoyed the Fuel Tank UV Mapping tutorial, then grab a cup of coffee/tea, sit back, and check out the following video.

Read More

The Razorback – Part 38: Adding Materials to the Brackets and Instruments

In this part of the Razorback series, we tackle more materials and texturing. Along with a simple set of black materials for some miscellaneous brackets and bolts, we also take a look at the metal materials for the fork tubes and brake rotors.

Read More

The Razorback – Part 37: Adding the Tires and Creating Basic Materials

In this part of the Razorback series, we are wrapping up the modeling phase (for now). This video shows a little peek at how the tires were modeled, and then moves onto a little bit of material-making and texturing. If you’d like to see more on how the tires were modeled, then you should check out my motorcycle tire modeling tutorial. It’s long, but a good video I think. Grab a hot beverage and kick back while watching it.

Read More

Final Gallery for the 2000’s Generic Sport Bike

My first generic sport bike is finally complete, and there’s not much left to say about it. Check out the final (for now) gallery of images for this machine. Do you think I made a good looking bike here? Does it remind you of another bike? Let me know by commenting below. Read More

Another image of my Generic Sport Bike

I’ve been working on this project for a long time. It’s very close to being finished and I wanted to share a render from the end of the modeling phase. About 99% of the geometry is completed at this point and I’m about to begin the texturing phase. Unlike my previous models, this bike will not be fully UV Mapped. The model uses geometry to tell most of the story instead of heavy use of texture maps.

Papasan Chair 3D Model

I’ve been modeling a popular Papasan style chair and I must say that the cushion was a pretty difficult part. It’s definitely tutorial material and although I’m not sure I’ll find the time, it would be a great topic for a screencast. Either way, here’s an image of the chair in question. Read More

Mastodon