Final Product What You'll Be Creating
Hi friends, in this part of the series I will show you how to texture the futuristic gun. We have already unwrapped all the gun parts, and now with the help of Photoshop and several available textures, we will texture the model. I have also used another piece of software called ‘Crazy Bump’ to generate the ‘Normal Map’ for the gun and I will describe that process in this part of the tutorial as well .
Additional Files/ Plugins:
Open Photoshop and also open the UV snapshot of the gun we saved out in the previous part of the tutorial. Since we saved it in PNG format, it comes in with a transparent background.
Create a new layer in Photoshop, and rename it ‘Background’. Also rename layer 0 as UVs.
Keep the background layer below layer 0. Set the foreground and background color by clicking on the ‘switch’ icon (which is marked below with the black arrow.) Press Alt+Backspace to fill the background layer with the Black color.
Create a New layer. And then create selections around the unwrapped parts with the help of Lasso Tool. And then fill the selection with some different shades of blue and black as shown in the figures below. Always keep the UVs layer on top.
I have some textures of metal surfaces. So I will use one of them here.
Bring this texture into the main project file and rename it ‘scratches’. Then change the Layer Blending Mode from normal to Soft Light.
I have another scratched metal surface texture, so I will use it here too.
Bring this texture into the main file and then using the ‘Clone Stamp Tool’ modify it as you can see in the figure below. When done Rename this layer to ‘Scratched Steel’.
Now change the Layer Blending Mode of this layer (‘Scratched Steel’) from normal to Color.
Now I will bring another red rusted metal texture into Photoshop.
Add this texture into the main file. Use the ‘Clone Stamp’ on the corner edges, cloning the crusty white paint color (as shown.)
Now let’s save the texture in PNG format and apply it to the gun in Maya. Remember to turn off the UV layer before saving the texture. Now in Maya, open ‘Hypershade’ (go to Window > Rendering editor > Hypershade) and double click on ‘blinn’. You can see the attribute editor opened on the right side.
Now click on the Color Material Attribute box (indicated by the red arrow.) It opens the ‘Create Render Node’ window. Here click on the ‘file’ node.
This opens the ‘file attributes’ on the right side. Now click on the folder icon (indicated by the red arrow below), to open the texture file from the local drive.
Here choose the same texture file which was just saved from Photoshop. Then click on the Open button.
After applying the texture to the gun, it looks like the image shown below. You can press Ctrl+A to hide or show the attribute editor.
Let’s move ahead and go back to Photoshop once again. Since this gun has been used too much it’s corners should be worn. So let’s create worn edges by painting on the corners, but first choose a light Grey color.
Select the ‘Brush Tool’ and open the brush list, then choose the ‘Thick Heavy Brushes’ preset. Here choose the fifth brush ‘Rough Round Bristle’.
Before starting to paint on the corners, create a new layer and rename it ‘Worn Corners’.
Once the new layer is created, start painting on the corners. That area on the UV layout is being shown by the red arrows.
Now save the file again in Photoshop and replace it with the last one. Go to Maya and open ‘Hypershade’, double click on ‘blinn’ and it opens the ‘Attribute Editor’ on the right side. Just click on ‘reload’ and the texture is automatically changed to the new one. You can now see the worn edges clearly on the gun model.
I will now use three more textures (something like these.)
Paste the ‘caution’ and ‘radiation logo’ textures, as you see in the image below. Then add the ‘Bevel and Emboss’ effect (Layer > Layer Style > Bevel and Emboss…)
Now we will texture the blades. First of all, create the shape of the blades with the help of Pen tool and save the paths.
With the shape selected, press Ctrl + Shift + I to invert the selection and then press Delete. You can now see the waste part is deleted and the steel parts of the blades are textured.
Rename the layers properly. Now copy this blade texture and put it in place on the other blades.
Now texture the side and bottom parts of the blades. Here use the techniques apprised in the previous steps.
Now I will use these three images (the middle one is for the tele-scope lens.)
Cut the lens texture out, and paste it where the front of the lens is placed on the UV layout.
Then copy it and paste it onto the other end (back) of the scope lens.
After that cut the ‘shield’ texture out and paste it in.
Now cut and paste the bird logo in, as you can see in the figure below.
Add a New layer and paint on it with a Brown color as shown in the image below.
I have a ‘Lion’ face image that I have also pasted onto the texture (shown below.)
Now using the ‘Text’ tool write ‘Grenade, Laser and Bullet’ with a Red color in the places shown.
I have an image of blood splatter which I will use here to show the stains of blood on the blades of the gun.
Cut out the blood part from the image and paste it onto the blades, as you can see in the figure below. Then change it’s Layer Blending Mode from ‘normal’ to ‘Multiply’. Multiply mode hides the white color so that’s why I am using a blood splatter image with a white background.
Paste some more blood on the other parts of the gun too using new layers.
Then change the layer’s Blending Mode from ‘normal’ to ‘Multiply’.
We need to make it a little messy. So, create a New layer and rename it ‘Dust’. Paint it using a brush which will give the effect of dust on the gun. Here I’ve turned off all the other layers so you can see the dust properly. Keep the dust layer in the 2nd position from the top of the layer stack.
Now our texturing is complete. Turn off the UV layer on top. Save the texture and apply it on the gun in Maya. Let’s see how it looks.
Now I need to make the ‘normal map’ to help show depth in the final rendered output. I would suggest you download ‘Crazy Bump’ from the internet. This is a small but great application for making ‘normal and bump maps’. You can easily download the demo version from www.crazybump.com. Once you have installed and opened the application, click on the ‘Open’ folder icon to begin.
Now click on the ‘Open photograph from file’ option and open the saved texture file.
It shows you two options. If you want extruded depth, then choose left side and if you want depressed depth choose the right side. In this case I’ll choose the left one and then click on it.
Enter the values according to your needs. It totally depends on how much depth you want. Then save the ‘Normal Map’ somewhere on your local drive, by clicking on the ‘Save’ button at the bottom of the image.
Now in Maya, go to Bump Mapping > File and apply the saved normal map onto the gun model.
Now click on the black arrow sign which I’ve marked below with a Red arrow.
Now click on the folder and open the Normal map. Here you can set depth value according to your needs.
This is the final image after texturing. So this completes the texturing part of the tutorial. In the next and final part of the series, I will teach you about ‘Lighting and Compositing’ the gun.
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