Graphics Programs Reference
In-Depth Information
Figure 11-28: The statue texture opened in GIMP with an ambient occlusion map overlaid on top
Figure 11-29). Then, save this as a . tga image.
(In order to be able to mix my rock textures
together, I assigned my second rock texture
to the stones and saved a second viewport
render.)
Texturing to Camera
When it came to the rocks and soil in the foreground
of the Jungle Temple scene, tileable textures wouldn't
give quite the level of control I wanted. For this part
of my scene, I opted to paint the textures for the
ground and rocks as they appeared from the camera
viewpoint. To do this, take the following steps:
4.
Open these in the same document in GIMP
(open the first normally and then open the sec-
ond using Open as Layers ). Next, begin blend-
ing the two by adding a new layer mask to the
top layer and painting in black areas to let the
layer below show through.
1.
Put the foreground rocks and soil on the same
layer (use M to move objects to a different layer
and P in Edit mode to part the selection from
the current object if necessary).
5.
Then, to soften the boundaries between the
mud and rock, create a new layer and mix them
together slightly using the Clone tool and your
Grunge brush (see Figure 11-30), saving the
image as a .tga file.
2.
Switch to Text u red view (with the shading set
to Single texture in the properties region) and
assign your seamless textures to the UVs of your
objects.
3.
Use the Render Active Viewport button (the
camera icon) in the 3D Viewport header to
render the current view to an image (see
Later on, this texture will be projected from the
camera and used as part of the material for the fore-
ground objects.
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