What Can You Do With This?
// Filed in: 3 Dimentional Texturing
= My intention here is not to post a tutorial on texturing “3D objects” (3D files) since that information is available on various sites. I would, however, like to introduce the uninitiated to process of applying materials to 3D objects. Above left you see four different versions of the same “map”, as they’re called. Starting from the let are the; diffuse map, normal map, bump map, and spectral strength map. I applied these to the 3D object of the boy on the right in a program called Vue Infinite. While primarily a landscape creation program, it’s also designed to incorporate Poser (a 3D program for creating people etc.) figures. Vue, as well as other programs like it, have an area referred to as the function editor.
See above, the function editor is so called because it’s the G.U.I. of the math going on “under the hood” of the program. The brilliant programers of applications like this have allowed the rest of us to utilize the magic of math to create the virtual-physical world that can be depicted in pictures (moving and still). The function editor looks complicated because it is! Used at the simplest level one can tweak various parameters to achieve an infinite amount of results. In the illustration above each of the maps (shown at the top) were incorporated into the respective roles each plays in the mapping process. The diffuse map becomes the basis for the look of the surface while the others contribute to the perception of bumps and highlights. Each element can be adjusted separately in the function editor as desired. Working with something like the function editor may not seem like the typical organic process people usually associate with producing art. However, I would argue that art, artists, and various processes, should evolve with the world they’re created in and for. That’s not to say traditional methods are anachronistic, but rather the arts should be a never ending dialog in form, function, and methodology.
See above, the function editor is so called because it’s the G.U.I. of the math going on “under the hood” of the program. The brilliant programers of applications like this have allowed the rest of us to utilize the magic of math to create the virtual-physical world that can be depicted in pictures (moving and still). The function editor looks complicated because it is! Used at the simplest level one can tweak various parameters to achieve an infinite amount of results. In the illustration above each of the maps (shown at the top) were incorporated into the respective roles each plays in the mapping process. The diffuse map becomes the basis for the look of the surface while the others contribute to the perception of bumps and highlights. Each element can be adjusted separately in the function editor as desired. Working with something like the function editor may not seem like the typical organic process people usually associate with producing art. However, I would argue that art, artists, and various processes, should evolve with the world they’re created in and for. That’s not to say traditional methods are anachronistic, but rather the arts should be a never ending dialog in form, function, and methodology.