So let's tweak the camera properties here, and I will tell you to go a least with a five K texture. So that's changed is to be PR on the most important thing is going to be that at this point we have to the term to terminate how big is going to be your texture, Since we're going to be creating a really huge terrain, the bigger the texture is, the better. Okay, so now we're seeing here that we're getting yeah, like a complete viewer for flat surface. So with change, the pitch to 90 the grease, and now we just have to pull it up. So what this does is going to be zero, and now we have to routed the camera. We want the camera to be perfect, perfectly aligned to the flat surface. Andi, the main thing we're going to do here is we're going to change the position. Uh, that at the moment, it's something really similar to the default color to a black so we can see here in the preview that now we're seeing some more contrast. The only way we're gonna do to this texture is that we have to change the color. For now, I think we're gonna end up using this one. That's changed the layer it up to Brazil texture we can keep Ah, the turbulence. Let's go to the surface editor procedural texture and let's open up their pursuit a role the texture editor. So now that we have our super awesome square, let's just apply apply of material. The only thing we will have to remove the height because it's going to be completely flat on. All right, so we could keep this one meter. So in order to, we're going to create flat square. The first step will be to get the procedural texture from lightwaves. So it's either okay, people, So let's begin or tutorial. So now that we have seen this, oh, let's go to light weight and a start or tutorial. Oh, the key today's is to understand that a displacement maps is nothing more than black and white information, where whatever is black is not going to be displaced and whatever East White is going to be completely this place. Eso before we started our tutorial just wanted to show you this image, because in here you will find a key to understand how this place in map work not only for likely three, but to any other theories over package in the world. This tutorial series is part of Newtek's Lightwave 3D official website learning center.ฤก. Instancing: In this last tutorial we will be populating our terrain with some trees, using Lightwave's native instancing tool.We will also create trees using the DP Verdure plugin. Lighting and Trees: In this tutorial we will create a basic sunlight setup using HDRI images.We will also create and texture the water plane. Creating Additional Textures: In this tutorial we will create Bump, Specularity and Diffuse maps for the terrain right inside of Lightwave.Creating 10K Textures in Photoshop: In this tutorial we will be creating 10K textures in Photoshop, that will be later applied to the terrain model created before.The displacement map is obtained by using a procedural texture that will be modified later in Photoshop. Creating the Terrain: In this tutorial we will create a basic terrain using displacement maps.These are the topics shown in each video: Though the software shown in the video is version 11.6 the techniques shown still apply in the current version. This tutorial series goes from beginning to end on how to create a forest scene in the Award Winning software Lightwave 3D, covering topics such as Procedural Modeling, Texturing in Adobe Photoshop, Lighting and Instancing.
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