Advanced 3D Photorealism Techniques
Advanced 3D Photorealism Techniques
3
Clutter and Chaos 5
Personality and Expectations 7
Believability 10
Surface Texture 12
Specularity 14
Dirt, Dust, and Rot 15
Flaws, Tears, and Cracks 17
Rounded Edges 19
Object Material Depth 21
Radiosity 22
wrap up 24
27
The Image Map Modeling Process 29
Exercise: Editing the Source Image 33
Exercise: Modeling the Window 42
Exercise: Modeling the Glass 48
Exercise: Modeling the Security Bars 51
Exercise: Surfacing the Wmdow 53
Image Map Modeling with Depth 60
Exercise: Modeling the Bricks 61
Organic Image Map Modeling 69
Exercise: Modeling the Leaf 71
Exercise: Modeling the Stalk 77
Exercise: Surfacing the Leaf 83
Wrap Up 86
less,
ess Tileable Models 87
Exercise: Editing the Cobblestones Source Image 90
Exercise: Modeling the Cobblestones 90
Exercise: Surfacing the Cobblestone Tile 98
Custom Shapes from Seamless, Tileable Models 104
Exercise: Creating a Custom Model from a Seamless
Tileable Model 105
Creating Complex Tileable Models 113
Exercise: Creating a Tileable Room 114
Wrap Up 123
vers 125
a Field of Clover 129
Exercise: Creating a Bed of Clover 130
Exercise: Automatically Cloning the Clover Clusters 137
Exercise: Manually Creating the Clover Patch 140
Staging Natural Tileable Models 143
Exercise: Placing Objects in Ground Covers 147
wrap Up 157
ter 5 lace s
Adding Chaos to Ground Covers 160
Exercise: Creating a Tileable Grass Object 160
Exercise: Adding Chaos to the Grass with Displacement Maps 166
Exercise: Creating Major Chaos with a Displacement Map 170
Custom Contours with image Map Displacement 171
Exercise: Creating a Depression in the Grass 173
Displacement Map ation 176
Exercise: Animating Grass with Fractal-Noise Displacement 177
wrap Up 179
Creating Rust, Oxidation, and Corrosion 184
Exercise: Painting Rust 184
Exercise: Creating Rusty Patches 198
Creating Botany Image Maps 203
Details of a Healthy Leaf 204
Details of an Unhealthy Leaf 205
Exercise: Creating an Unhealthy Leaf Image Map 206
Wrap Up 221
Software Requirements
User Assistance and Information
come back to reality! I’m pleased to bring you the next installment of 3D
otorealism. The first book, 3D Photorealism Toolkit (Wiley, 1998), covered the
when” and “where” of 3D photorealism. This book covers the “how.” If you
haven’t already read the 3D Photorealism Toolkit, I suggest you pick up a copy
That book provides a solid foundation of photorealism principles. While
these principles will be covered again in this book, they will be slanted
toward outdoor settings, which are very different from the indoor variety. If
you are seeking the complete photorealism package, it is a good idea to read
both books.
s book about? Advanced 3D Photorealism Techniques is about get-
e actual production work. In the pages to come,
of insightful modeling and surfacing tutorials.
Another distinction between this book and the 3D Photorealism Toolkit is that
you’ll be spending a great deal more time outdoors. The first book detailed
how to create a variety of man-made objects and environments. Now you’re
going to strip down and get natural. Well, not totally natural, but you will be
taking a look at how to recreate the chaos Mother Nature has provided in the
wondrous wilderness that surrounds us.
Nothing is more challenging and rewarding than creating outdoor settings.
Nature is both chaotic and organized at the same time. The key to success in
3D photorealism is to be able to identify where and when the chaos should be
used and, of course, how it can be accomplished. The process of creating
photorealistic outdoor environments isn’t terribly difficult, but it does require
creative thinking. In a world that’s nonlinear, you need to be flexible in your
approcah. That means using creative techniques to model and surface your
objects. In this book I cover a variety of simple and easy-to-implement meth-
ods that will give you the tools you need to blow minds with your natural
environments.
Naturally (no pun intended), you’ll also examine some of the man-made
chaos that is around us every day when we walk down the street. This is
important, because it provides the complete outdoor experience. There is a
point where Mother Nature and man come together in our world, and you
need to examine the differences between these two environments so you can
blend them properly. It’s almost impossible to go anywhere and find a place
where man’s presence isn’t evident. Even if it’s nothing more than a rusty
pull-tab from a soda can, you still need to explore how Mother Nature and
mankind co-exist.
You rarely see natural settings in 3D images, probably because they appear
very daunting and challenging to create. While it’s true they require more
effort than an industrial environment, they really aren’t more complicated.
They just have a different way of representing the details. Natural settings still
have to comply with the ten principles of 3D photorealism-they just do it in
their own unique way. This part studies how natural environments are devel-
oped and outlines several techniques for quickly and accurately recreating
the complexities of the natural world.
Chapter 9: Designing a Natural Scene. Designing natural scenes can be quite
a task since there is such a wealth of chaos in the wild. In this chapter you’ll
be exploring some very simple guidelines for creating natural environ-
ments. These guidelines will provide you with a formula for insuring your
success every time you embark upon creating natural worlds.
Chapter 10: Exploring Ponds and Puddles. Water effects are one of the most
complicated tasks to undertake in the 3D realm. They are particularly chal-
lenging because they tend to require volumetric effects, which most pro-
grams don’t do, and those that do take quite a while to render them.
Fortunately, there are some very simple and effective techniques for simu-
lating the complexities of water surfaces without the big render time or a
need for special tools. These techniques can be done with every 3D program
and only take a few minutes to perform.
This chapter covers several aspects of water effects, such as creating
cloudy water, creating water depth, surface chaos, and underwater chaos.
The two appendixes cover resources for modeling source material and a com-
plete reference of the bonus items on the companion CD-ROM. Appendix B,
What’s on the CD-ROM? should be your first stop in this book, so you can get
a feel for the location of the support files you’ll need in the coming tutorials.
Appendix A: Image Map Libraries. Image map modeling requires good
source material. It can be very difficult to find high-quality color images of
objects you wish to model. Appendix A contains a comprehensive listing of
resources for image maps on CD-ROM.
Appendix B: What’s on the CD-ROM ? In Appendix B you’ll find a reference
of the support materials on the companion CD-ROM. In addition to support
materials, you’ll find free photorealistic models and image map modeling
templates that will make your photorealism work a bit easier.
This book is for 3D artists who want to take their images to the next level. If
you are truly dedicated to making photorealistic 3D images, you should read
this book. Most of the 3D books I’ve read seem to throw the word photorealism
around like the multimedia industry once did with the word interactive. It’s
one thing to call an image photorealistic, it’s another thing to take the time to
really make the image realistic. I have a simple definition for photorealism: If it
looks like a photograph, it’s photorealistic-no more, no less. A 3D pond isn’t
photorealistic unless it has the cloudiness of small particle debris under the
surface of the water. A leaf isn’t photorealistic unless the edges show some
signs of having been eaten by insects, of the dryness of aging. And, of course,
nothing is photorealistic if it’s perfect. If you want to create 3D images with
unprecedented levels of photorealistic detail, then this book is for you.
If you fall into any of the following categories you should read this book:
Seeking a career in 3 D. If you are seeking a career in 3D graphics, this book is
a must. While there are literally thousands of 3D artists seeking work, only
a handful are capable of generating photorealistic 3D images. A proficiency
in creating photorealistic images puts you at the top of the stack of resumes
in the major studios. You should read the book cover to cover because it will
give you a distinct advantage in the job market.
Multimedia/games. If you are in the multimedia or game industry you are
well acquainted with 3D graphics. 3D effects have permeated every aspect
of your industry Where it was once acceptable to use 2D or low-quality 3D
graphics, photorealistic effects are now mandatory. Competition is fierce,
forcing you to keep improvin lity of your 3D graphics. In this book
you’ll discover hundreds of es for wowing your customers and
clients with photorealistic 3D effects.
cast. No industry is more particular about the quality of 3D work
than yours. Every form of visual media is being saturated with 3D graph-
ics-whether it’s needed or not. From virtual sets to animated stunt charac-
ters, 3D effects have become a part of nearly every film and broadcast
production. Traditional special effects are being replaced with digital effects.
This book provides you with the knowledge to create photorealistic sets and
props for your next project or production.
ia. Computer graphics have taken your industry by storm. More 3D
are popping up in print media every day. Your industry is proba-
bly the most challenging n it comes to photorealistic 3D. Unlike the
film industry, where most gs move by you too fast to really get a good
look, your work lies there motionless, so even the st flaw can stand
out like a beacon. This book shows you countless ques for creating
eye-popping photorealistic images that will keep your viewers glued to the
page.
modelers. You are the foundation of every 3D image. It all starts with mod-
eling. If you want to know the secrets of making photorealistic models, you
should dive right into Part Two You’ll discover dozens of proven tech-
niques for adding photorealistic detail to your models.
There is no more important element of photorealistic 3D
s. You are saddled with the responsibility of creating the eye
candy. It’s up to you to create realistic textures that make the model photo-
realistic. You’ve mastered the painting technique, but now you want to learn
the elements that make a texture realistic. You should skip ahead to Part
Three, where you’ll learn how to add subtle nuances to your textures to
make them undeniably realistic.
3D staging and Iig ting technicians. You’re sitting there with a pile of 3D
models that have beautiful textures, and now it’s up to you to package them
in a photorealistic environment. Part Four will show you how to mimic the
chaos of reality in your scenes. You’ll learn techniques for making your
scene look natural, not staged. You’ll also learn techniques for lighting every
situation you’ll encounter.
byists. You’ve been experimenting with 3D and you really want to do
something spectacular. Let’s face it, you want to show the world what
you’re capable of doing. You want to leave them dumbfounded when they
look at your 3D images. Well, you’re only 300 pages away from doing just
that! Remember this: Photorealistic 3D is more attention to detail than artis-
tic talent. Let everyone else be artistic-you’ll be photorealistic.
Whether you are an amateur or a professional, you will benefit from reading
this book. In short, if you are a 3D artist who’s interested in creating photore-
alistic images, read this book!
001
makes an image photorealistic? There are countless factors, but we’d grow
trying to cover all of them, so I’ve broken them down into a set of general
guidelines that I call the ten principles of 3D photorealism. These principles
will help you insure the images you create are photorealistic. They apply to
both industrial environments and natural settings. Of course, the nature and
extent of the principles do change from industrial to natural since there aren’t
that many rusted plants in the real world. Let’s take a moment to examine the
ten principles of 3D photorealism:
To insure you have achieved photorealism, you simply need to look at your
image and compare it with the ten principles of 3D photorealism. While your
003
004
image doesn’t necessarily need to conform to all ten at the same time, it should
at least adhere to seven of them.
There you have it. Ten simple principles to use as guidelines in your photo-
realistic 3D endeavors. What are they all about? I was hoping you would ask.
This chapter briefly outlines each of the principles to give you a basic under-
standing of their application. Each principle will be explored in greater depth
in the coming chapters.
Let’s take a moment to examine each of these principles by seeing how they
were applied to an image located in a natural setting. Before getting started,
we should gather a little background about the image. It’s important to under-
stand the background so you can understand how and why the principles of
3D photorealism were applied to the image. Take a look at Figure 1.1.
When exploring the personality of your scene’s creators, it’s important to con-
sider the viewer’s expectations. Expectation is a large part of photorealism. We
have come to stereotype nearly everyone and everything. While stereotypes
may not always be flattering, they do provide us with good guidelines for
developing photorealistic scenes. Stereotypes don’t limit your creativity;
instead, they provide you with simple guidelines for insuring your work will
be photorealistic.
008
For example, we assume that grass will grow around any permanent structure
in nature, such as buildings, trees, and rocks. A natural scene lacking this grass
will appear unrealistic because we expect to see it. In fact, let’s take a look at
the natural personality of our Goblin toilet image. Figure 1.2 shows a close-up
of the toilet base.
Here’s a great example of grass growing around a permanent object. The toilet
is surrounded by grass, with a good amount growing underneath it. In fact,
the toilet opening on the top is also bordered by grass. This is an element we
expect to see in something that has been sitting in one spot for a long time. The
clover ground cover is also an expected element. We don’t necessarily expect
to see clover, but we do expect to see some form of ground cover in a relatively
humid environment. How do we know it’s humid? The clay structure is the
giveaway. For clay to be present, there must be a relatively good deal of
humidity. Therefore, we would expect to see ground cover.
Of course, not all of the personality in the environment comes from nature.
Some of it may belong to a character or creature. In these cases you need to
show a blending of natural personality and character personality, which can be
seen in Figure 1.3.
While all viewers of your images may not be experts on natural environments,
they do have certain expectations. For example, we expect a natural environ-
ment to be very chaotic, with weeds and grass covering portions of it. If there
What is the key to believability? Probably the most important aspect of believ-
ability is object recognition. The objects, including surfaces, must be recogniz-
able to be believable. They must be familiar, so that the viewer will have
something to solidify the realism of the image. Actually, the concept of believ-
ability is very simple since nearly everything in a natural environment is
believable. We have all seen rocks, sticks, grass, dirt, and weeds.
There is very little you can add to a natural environment that isn’t believable.
You do need to focus on the modeling and surfacing. No matter how common
the object may be, it needs to be modeled and surfaced properly so the viewer
will believe it is realistic. To get a better idea of the concept, let’s take another
look at Figure 1.1.
What makes this scene believable? Nearly everything in the scene is believ-
able. First and foremost, the scene is composed of common natural elements
such as grass, clover, sticks, and rocks. All of these are real-world objects we
see nearly every day (that is, unless we live downtown in a big city; then
nature would be a cement sidewalk and metal grates).
One of the most believable objects in the scene is the worm in the bucket. This
object would be classified as an anchor object. Anchor objects are those objects
that are immediately recognized as real objects. They are called “anchors”
because they give credibility to the rest of the objects in the scene. They are so
realistic that they make up for the possible lack of realism in other objects. Of
course, if you make all of the other objects equally as believable, you have a
home run on your hands.
The worm is an immediately recognizable object and a creature, which makes
it a powerful anchor object. Realistic creatures are great anchor objects for nat-
ural settings. Insects are a particularly good choice since we see them all the
011
time in reality but rarely see them in 3D images. They are also one of the eas-
ier creatures to create since they have an exoskeleton, meaning you don’t need
bones to pose them and they can be modeled in segments. In addition to being
easier to model, insects are also easier to surface. While they may have more
chaotic surfaces than most creatures, they don’t have fur, which makes them a
great deal easier to make believable.
As a rule of thumb, it’s not a bad idea to drop a few insects into your environ-
ments to anchor their believability. In fact, let’s take a look at how the worm
works its magic in another image. Take a look at Figure 1.4, which shows Drale
the Bug King and his latest find.
All real-world objects have surface texture. Don’t confuse the term texture with
the reference commonly used in the 3D industry Texture does not mean the
coloration of the object. In fact, the proper de tion of texture is the
surface you can feel, the roughness or smoothness of the object surface. All
objects have some form of surface texture, even the smooth ones.
A common problem with surfacing of 3D objects is that they are almost always
too smooth. Frequently you will see perfectly smooth leaves and wood, which
are just plain unnatural. Keep in mind that just because you can’t feel a texture
it doesn’t mean it’s not there. The texture may be too subtle to feel, but it will
definitely show up in the object’s specularity-particularly if the object is am-
mated. You will be able to see subtle glints of light on the surface, particularly
if the object is slightly wet.
Nearly every object in the natural world is porous, particularly if it is alive.
To make these objects realistic you need to show the pores. The same applies
to wood grain. In fact, wood grain is very important because it’s much more
013
obvious in the wilderness. Remember, the wood in nature hasn’t been
sanded down to be smooth to the touch. It’s very rough and porous. To make
natural wood appear realistic you need to add a heavy texture to the surface.
Let’s take a look at the surface textures in the Goblin toilet image, shown in
Figure 1.5.
Notice the rough texture of the toilet lid wood. This is an example of an unre-
fined wood surface. These boards are very crude and therefore rather rough.
Now take a look at the wood poles behind the toilet. These are simple branches
that still have bark, so they are also rough to the touch. Okay, so the wood is
the most obvious textured surface. Now let’s look at something less obvious,
like the clay on the toilet. Notice how the clay is both rough and smooth at the
same time. There are patches of roughness and areas where it’s relatively
smooth. This is an excellent use of texture. Natural objects don’t have the same
surface texture over their entire surface. The texture can vary widely, unlike
most man-made objects, which tend to have a consistent texture.
If you look closely, you’ll also see a crumpled texture covering the whole sur-
face of the clay. This is a key detail. The toilet is obviously crafted, and primi-
tively at that, so we need to show signs of its having been manufactured. The
Surface texture.
014
crumpled lines represent the strokes made by the trowel that was used to pack
and smooth the clay.
I could go on all day about the surface texture in this image, but you get the
idea. The key is to always apply surface texture to natural objects and to make
an effort to keep it from being uniform. If you adhere to those two guidelines,
you’ll end up with some’very realistic surfaces.
Since specularity is the key to visualizing surface texture, we should next take
a look at the fifth principle of 3D photorealism.
Simply put, specularity is the reflection of the light source on the object’s sur-
face. It’s a bright spot that the human eye uses to determine the surface’s shini-
ness and hardness. Specularity is a very important aspect of photorealistic 3D
images. It’s necessary to add specularity to mimic the real-world attributes of
the surface. Without specularity, the object would appear dull, soft, and flat.
While this can be good for man-made objects, it doesn’t do much for natural
objects, which tend to show more life, meaning they have moisture. When spec-
ularity is applied, it adds specular highlights to the tops of the surface bumps.
This does two things: It gives the surface bump a 3D feel, and it provides a
visual reference for hardness. This is the most important element of natural 3D
images. The tiny specular highlights on the bumps bring the surface to life.
Let’s face it, a smooth, dull worm would be less than realistic. Ditto for leaves,
bark, and even rocks. Yes rocks. While they aren’t typically wet, they do have
tiny crystals that reflect light, which is particularly evident in granite. Objects
don’t need to be alive to be specular.
Let’s take a look at how specularity impacts the photorealism in the Goblin toi-
let image. Take another look at Figure 1.5. Notice the glint of light across the
surface of the toilet lid. The wood has a very low specularity, but it is also soft
so the specularity spreads across the surface. This is a key detail since the spec-
ularity helps to define the hardness of the object. The diffused specularity of
the toilet lid tells us that it’s very soft, which is normal for rotten wood. If
Crouch were to actually sit on the lid he’d fall into the toilet. It’s a good thing
they don’t actually use the toilets.
Now take a look at the metal toilet seat rim. Notice how there are specular
highlights on the gray portions but very few on the rusted portions. Owing to
its crystalline nature, rust can be very specular, but this rust is powdered due
to the unrefined ores in the metal, so it doesn’t reflect much light at all. If any-
015
thing, it “absorbs” light. It’s important to consider the background of the
object you are surfacing when you add specularity so you don’t end up over-
doing it.
Of course, the environmental conditions also have a large influence on specu-
larity. In a humid environment such as this, the objects will all be slightly spec-
ular since there is moisture in the air. If this were a desert shot there would be
little specularity except on those objects that stored moisture such as plants. As
you can see, it’s important to identify the environmental conditions of the
scene to properly apply specularity.
Now that you have a handle on specularity, let’s take a look at the sixth prin-
ciple of 3D photorealism: dirt, dust, and rot.
Dirt, dust, and rot are very important aspects of an object’s surface, and they
are commonly referred to as aging. There are few clean surfaces in reality, par-
ticularly in nature. Just look around your yard, and you’ll find that almost
is covered in dust or dirt or is rotting. Yes, rotting. While your yard
a compost pile (I hope it isn’t, anyway), there are still many objects
that will show aging in the form of rotting. Take a close look at the leaves on
your plants. They are likely to be brown on the edges. If you have a vegetable
garden or fruit trees, you know that vegetables and fruit that lay on the ground
rot. It’s Mother Nature’s way of fertilizing soil so the plants will grow better
next season.
Aging is a large part of any natural scene, and it is much more important than
seen in man-made environments since nature is constantly replenishing itself
on an annual cycle, while mankind prefers to make t gs last forever-that’s
the goal, anyway. For natural environments to look realistic, they need to show
an abundance of aging. In a field of flowers, for example, there must be a large
number of flowers that have wilted. A field of perfect blooms would look
painfully unnatural. In a forest, there should be moss on trees, which shows
aging. Moss and mushrooms are fungi, and therefore indications of rot.
There is literally no end to the number of ways you can age a natural environ-
ment. For example, during the fall, you’ll need to have dead leaves laying on
the ground and barren tree branches. During the summer, the foliage should
be brown since it’s past the rainy season of spring and well into the hot months
that literally bake foliage. Aging in a natural setting has a great deal to do with
seasons and climate. Things tend to rot much faster in a humid environment.
You don’t get much rotting in a desert, where it’s dry and hot.
016
Let’s take another look at the Goblin toilet (Figure 1.6) and see where the aging
was added.
Start with the toilet clay. Notice how it’s covered in pits and cracks. It also has
a number of depressions where the clay has dried up and fallen off. If the clay
had a consistent texture, it would look brand new and definitely out of place
in this setting where we have grass growing everywhere, telling us that the toi-
let has been around a while.
Since we’re looking at the clay, we might as well examine the rocks next.
Notice how they are a variety of colors. This represents all types of fungus on
the surface, which is a sign that the rocks have been here a while and that the
environment is humid. All too often we see perfect rock surfaces in 3D images.
That can happen in desert regions, but in tropical areas the rocks tend to be
covered in all sorts of cool stuff like fungus and moss. Adding these elements
to your surfaces will really make them come to life.
Of course, we can’t ignore the rust on the toilet seat run. The Goblins use unre-
fined metals that tend to rust very quickly, particularly in a humid environ-
ment such as this one.
Nothing makes an object look more artificial than a flawless surface, particularly
when it is a natural object. No object in the natural world has perfect surfaces.
All of nature’s surfaces are of flaws. Many of them are tiny, such as pores in
the surface, while others are more obvious such as rips, tears, and cracks. No
matter how perfect something appears to be, there will always be a flaw.
Applying flaws to your objects requires that you first explore the nature of the
scene. You must consider several questions before you can properly surface
the objects in your scene. Let’s take a moment to examine those questions:
What is the object? The type of object determines the aging you should apply.
for example, wood and leaves tend to rot because they are soft objects that
absorb moisture and are highly organic, meaning they can decompose.
Decomposition is the most severe form of aging. On the other hand, rocks
suffer from chips and cracks because they are very hard. They can’t decom-
pose because they aren’t organic. Rocks are simply minerals so they are lim-
g that can be applied. Of course, you can always
their surface, but that’s more an issue for Principle
e you know what type of object you have, you need
to consider the environment.
What is the environment? This is a question 3D artists rarely consider when
applying surfacing to their objects. It’s important to take into consideration
018
the environment when surfacing an object. As we discussed earlier, wood
typically doesn’t rot in the desert, but it will crack very easily due to the
moisture being drawn out. On the other hand, if the environment is moist,
like a forest, the wood is likely to decompose, and quite rapidly. Take a rock
in the desert, for example. It’s likely to be cracked from the heat making it
brittle, while the same rock in a tropical environment would most likely be
covered in fungus and moss and have very few cracks. The same rock in a
hilly terrain would likely be chipped and possibly broken in smaller pieces
due to rolling down a hillside. As you can see, the environment has a great
deal to do with the type of aging that should be applied.
ere is the object located? The placement of objects will determine the mag-
nitude of flaws. For example, a log that’s sitting in the middle of the dry, hot
desert will be very dry and cracked, while the same piece of wood under a
rock overhang in the same desert will likely have some moisture and will be
less cracked. You need to carefully consider the placement of the object if
you are to surface it properly. A rock near the water is more likely to have
fungus than one on the top of a hill that is far from the water. Plants in arid
climates are apt to be dry and cracked, while those in tropical climates will
be moist but will also have damage from bugs eating them. object place-
ment is critical in the aging process.
Now it’s time for a little fun. Let’s ask these questions about an object in the
Goblin toilet image. Take a look at Figure 1.7, a close-up of the toilet seat.
Notice how the wood is cracked. This is because the seat is exposed to the
direct sunlight for most of the day. Yes, it’s a humid environment, but since the
wood isn’t touching a source of moisture, such as the dirt or mud, it gathers
humidity during the evening hours and then quickly dries out during the
morning hours. This rapid change in humidity causes the wood to crack. If the
same object were placed in the shade, it would be rotten from holding a great
deal of humidity. The placement of the toilet lid determines the type and
extent of aging.
Now take a look at the dark wood pole on the right side of the image. This
wood shows aging with a cracked surface, but it’s not nearly as bad as the toi-
let seat because it’s embedded in the ground, which is a constant supplier of
moisture. The exterior is cracked from sun exposure but not very deeply
because the interior of the wood is moist.
As you can see, it takes some planning to determine the proper use of aging. It
requires a bit of work, but it’s time is well spent when you consider the final
result is a truly striking photorealistic image. Just don’t get carried away with
aging items. If you apply too much aging, the items will tend to look unrealis-
tic. Just apply enough to break up the surface. Nobody will buy into an object
019
What is the one feature that is missing in nearly every natural 3D object?
Rounded edges. Very rarely will you see rounded edges on 3D models. Nearly
every natural object has a rounded edge. Mother Nature likes her creations to
be relatively smooth so the world doesn’t become a gauntlet of razor blades.
While leaves may appear. to have hard edges, they are actually relatively
smooth when examined closely. Of course, they are also usually flexible, so the
edge gives when you make contact with it.
While it’s important to make your natural objects with rounded edges, it is
more important that your creature-made elements have rounded edges. Even
in the primitive sense, we are still wise enough to round the edges of the
020
objects we encounter or handle. When you are creating objects that are made
from natural elements, you’ll need to round the edges. A rounded edge isn’t
quite the same thing as a beveled edge. A bevel is a uniform edge effect, while
rounding is a nonuniform effect. Simply put, rounding isn’t a linear effect. It
can change shape and size over the surface of the object. When rounding the
edge of a clay pot you typically don’t make the rounded portion the exact
same width all the way around. These objects aren’t machined so they are not
exact. This is important to consider. Natural construction with linear, exact
edge smoothing is going to appear out of place. The smoothing needs to be as
chaotic as the material being used.
Let’s take a look at how rounded edges were used in the Goblin toilet image.
Take a close look at Figure 1.8, and you’ll see rounded edges on the toilet clay.
Notice how even the hard plate on the top of the toilet had subtle rounded
edges. You’ll also notice that while the edge’s smoothing appears rather con-
stant, it does vary a bit. This is a flat object that has been worked quite a bit, so
it’s likely to have cleaner edge smoothing, unlike the rest of the toilet. At the base
of the toilet you’ll notice that the rounded edges are rather chaotic. They are well
rounded but uneven. This makes sense because the clay base was basically
thrown together with little precision, whereas the top was precisely formed.
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Now if you look to the left of the image, you’ll see the end of a wall, which has
rounded edges. Notice how the edge is both very chaotic as well as rounded.
This is a good example of applying the proper rounding to an edge. The end
where the wall terminates is not a critical feature of the construction. It doesn’t
need to seam-up with another structure, so it doesn’t require any real precision
or attention to detail. When you are creating natural structures you should
keep in mind where the elements are going to be used. Civilized man is the
only creature that takes the time to clean up portions of the structure that are
of little relevance. Okay, so the Egyptians also did it, but then they were pretty
sophisticated and had a real eye for detail. When building an all-natural struc-
ture, you should make sure that the edges are rounded but not perfect. Even
the Egyptians’ stone blocks had nonuniformly rounded edges.
Let’s explore the other modeling principle: object material depth.
Object depth.
Another great example of object depth is the woven twigs on .the wall. They
dffer a great deal of depth while making the image more interesting to look at.
While both the clover and twigs look complicated to create, they actually aren’t
that difficult. The key is to create tileable models, which we will discuss in
Chapter 3, “Adding Depth with Seamless, Tileable Models.” It’s a simple tech-
nique that will take your 3D images well beyond the viewer’s expectations.
That does it for the modeling principles. Now let’s consider the final principle
of 3D photorealism: radiosity.
Natural radiosity.
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You can tell by the direction of the shadows that the sun is behind you and
off to the left, yet the back of the toilet is ilhuninated. This is because the
specular clay and rocks are reflecting light into the seam between the toilet
and wall. This is a fine example of where natural radiosity should be used.
Of course, you can also see that the shadows on the front of the toilet are less
defined than the one on the back. That is because they are being hit with
stronger light and the radiosity of the rocks and mud is more prominent. In
the back there is less light to reflect. There is also a deep shadow under the
toilet because there isn’t much to reflect the light up into the toilet but dirt,
which doesn’t reflect light. It’s important to consider the reflected light in
your images to insure they look realistic. Poor lighting will kill the photore-
alism of the image.
Now that you understand the concept of radiosity, you can see why it’s so
important for photorealism. Unfortunately, nearly every natural 3D scene suf-
fers from a lack of reflected light, which has more to do with the program than
the artist. Few programs have radiosity Radiosity is the most complex lighting
formula to create. Not to mention that it also adds considerably to your render
times. The good news is that many of the developers of popular 3D programs
are working on radiosity solutions. So what do you do until radiosity is a fea-
ture in your 3D program? You fake it.
Radiosity can be easily faked by using point lights to fill the light gaps. You
simply find the areas in your image that lack light and place point lights in
them. Of course, the intensity of the point lights and their range are all vari-
ables with which you’ll need to experiment.
Well, there you have it, the ten principles of 3D photorealism as they apply to
natural environments. See, it wasn’t that bad, but it was definitely different
than the industrial principles of photorealism. It’s important that you fully
understand how the principles apply to both industrial and natural environ-
ments before you begin to develop your images.
And now the fun begins. You’ve seen how these principles were applied to the
Goblin toilet scene to make it photorealistic. Now it’s time to take a look at
how you can apply the same principle to your own images. In the coming
chapters we’ll be using these principles as we work through the modeling and
surfacing tutorials. There’s a lot to cover, so let’s get started!
025
Of course, even if you are a whiz at painting image maps, there is still
lem of creating detailed models for complex environments. That’s where a lit-
tle reverse engineering comes into play. While most people have probably
used a template to model against at some time, there aren’t that many of us
who are actually applying image map modeling techniques. So what is image
map modeling?
I've found that it’s often easier to work backwards when creating detailed pho-
to realistic models.T That is, rather than modeling the object and then painting an
image map to fit or trying to make a photographic image map work on a pre-
existing model, I gather photographic source material and create a model to
match the photograph. For example, when creating a brick wall, it’s common to
027
028
simply take a stock brick wall image map and place it on a Rat plane with a
heavy bump map. While this is very fast, it’s not very convincing. Why? Sim-
ply because the object lacks depth. Sure, you can place a bump map on the
image map to create the illusion of depth, but that won’t hold water most of
the time. If you rotate the camera at any angle other than looking directly at the
object, you’ll find the bump map will flatten itself out, making the object appear
unrealistic. This can be a real problem when animating the camera in a scene,
since the object will go from realistic to unrealistic in a matter of seconds.
The solution to the problem is to use an image map as a template for creating
the detailed model. Basically, you bring the image map into your modeling
program and build the actual 3D bricks to match the image. Once the model is
complete, you apply the image map template as the surfacing. Sure, it’s more
work, but the results are amazing. You’ll end up with a model that’s com-
pletely photorealistic at any angle, even to the most discerning eye. In fact,
take a look at Figure 2.1 and you’ll see an image that was created with models
made using image map modeling.
Most of the objects in this image were created with the image map modeling
technique: all of the windows, the cobblestone road, the brickwork, and the
The first step in the image map modeling process is to find a high-quality
image of the object you are going to create. There are a number of ways to
acquire source material. You can scan images from books, take your own pho-
tographs to scan, or find the images in a CD-ROM image map library. You can
find a listing of CD-ROM image map libraries in Appendix A. There are a few
gs to consider when selecting source images:
Viewing angle. When you are gathering source material for image map mod-
eling, you’ll want to insure the image is taken from an orthographic view,
meaning looking directly at the object. If the subject is viewed from an angle,
you can’t use it as a source image because you will have to model the object
unnaturally to make it conform to the image. And that, of course, means you
won’t be able to rotate the camera in your shot since the object won’t be pro-
portioned properly. (Well, you could, but your image will end up looking
like the surreal work of Dali, which may be very cool but is undesirable in a
photorealistic world.) Working with an orthographic source allows you to
create a model that can be viewed from any angle.
on. You’ll want to start with an original image map that’s at
least 1000 pixels across at its widest point. This insures you have an image
map that will hold up under close inspection. Nothning looks worse than
image map pixelization, which occurs when your 3D program tries to
resample an image on close-ups. It tends to become impressionistic, which
is a unique style but something of an acquired taste. You can always resam-
ple the image smaller for use in distance shots and replace it with the larger
image map for close-ups. You will also want to reduce the size of the image
when it’s used for the modeling template since a large image will eat up
plenty of system resources.
Scanners. A scanner is the most useful tool in your photorealism toolkit. It
allows you the flexibility of scanning source material, which is done on
nearly a daily basis when you are creating detailed environments. A scanner
is a necessary tool if you plan to do a lot of photorealistic image maps. Not a
day has gone by that I haven’t scanned something to use in an image map.
If you plan to purchase a scanner, I recommend you get a high-resolution
24bit scanner. Avoid the lower-resolution models since the scans will be too
small to be of any use. Try to get a scanner that has a minimum resolution of
300 DPI-avoid the 150-DPI models. When scanning images, y o u ' l l want to
030
capture them at the largest possible size. Again,, you can resample images
smaller, but you can’t enlarge them without sacrificing image quality.
Scan patterns. If you already have a scanner, I’m sure you are familiar with the
problem of patterns in your scanned images. Most color images are printed
at a resolution of 300 DPI. While the human eye can’t see the individual
dots, the scanner certainly has no problem seeing them, and it is more than
willing to include them in your scanned image. The best way to remove the
patterns created by these dots is to apply a gaussian blur to the image. Blur-
ring the image will blend the dots so they will be indistinguishable to the
human eye. Just make sure you don’t use a high level of blurring, or you’ll
end up making the image appear fuzzy Since the source image will also be
used as the surfacing for the model, you’ll want to insure that the quality is
good. If you are going to use the image only as a modeling template and not
a surfacing tool, you don’t need to be concerned about the scan patterns.
Once you have your source image in hand, it’s time for editing. Unfortunately,
most source images have shadows. If the shadows are left in the image, they
will fight your 3D lighting. The last thing you want is a shadow going in
the wrong direction. To resolve the problem of shadows, you’ll need to load
the source image into your paint program and remove the shadows with the
cloning tool. The cloning tool allows you to take samples from a different part
of the image and copy them to a new location, thus covering up the shadows.
While this part of the book focuses on modeling, we should cover the art of
correcting source material before we move on to the image map modeling
tutorials. Let’s take a look at how a source image of a window is converted into
a useable image map. Take a look at Figure 2.2.
This is a photograph of an industrial window, which represents a nearly com-
plete disaster when it comes to image maps. It also happens to resemble the
windows in my home just prior to cleaning day, which appears to have been
several weeks ago. (Okay, they aren’t that bad, but they are close.) This image
is from the Seamless Textures You Can Really Use image map’ library from
Marlin Studios. This CD-ROM contains a number of really nice image maps.
While this particular image map needs plenty of work before it can be used for
image map modeling, you’ll find that most of the image maps on the CD-ROM
are very nice. You can find out more about the Marlin Studio image map
libraries by visiting their Web site at www.marlinstudios.com. They are also
listed in Appendix A. Tom Marlin has been kind enough to provide several of
his great images on the companion CD-ROM in the chapter2/marlin folder.
These are yours to use as you wish.
You’ll find this image map for the example in Figure 2.2 in the chapter 2/figures
folder of the companion CD-ROM. It’s named window.jpg. Load the image into
your painting program, and we’ll edit it for use in our upcoming exercise.
A window source image.
In this exercise, I’ll be using Photoshop. If you are using another program don’t
worry the tools we’ll be using are common to every major painting program.
e first step in editing source image map is to determine what needs to
ge. Figure 2.3 shows e areas of the image that need to be corrected.
As you can see, this image is a bit of a mess. In fact, it’s a big mess. Fortunately,
we have enough information in the image to correct all of the errors with a lit-
tle creative cloning. You’ll find that even the most screwed up image will have
enough positive elements to correct the flaws.
So, what are the flaws in the image? Before we get into specifics, let’s take a
look at how to determine the problem areas image you intend to use as
an image map. Generally speaking, there are e elements that will make an
image map appear awkward in a 3D model:
shadows. Since we intend to trace our own shadows to match the lighting in
our scene, we need to remove the shadows so they don’t conflict with our
lighting.
032
Reflections. The same rules apply to reflections that we used for shadows. We
certainly don’t want something reflecting on our objects that isn’t in the
scene.
Specularity. Specularity in an image shows a reflection of a light source. Since
our 3D images will have different lighting, we need to remove all specular-
ity on the image map so it doesn’t fight the specularity in our scene. It would
be odd to have a highly specular object in the shadows.
Now that we know what the main problem areas are, let’s identify them in our
image map.
A. e&ions. There are a number of reflections that need to be removed so you
can use the image map on your 3D windows. You want to remove all of the
reflections so you can have the window reflect the object in your environ-
ment. It would look very odd to have the window reflect objects that aren’t
in your environment. The most obvious reflection is the photographer. You
certainly don’t want this reflection.
ng. The caulking in the upper right windowpane tells us the window
was fixed at one point. It would also appear that this effort was rather point-
less since the window is now a complete disaster, but they do get a point for
. You’ll want to remove the caulking in the image map since it is far too
due to the heat of the sunlight and camera flash. You could model the
caulking, but then you would need to resurface it to make it appear natural.
c. of spots. The frame on the right side of the window is being oversaturated by
the sunlight. You need to replace this area so you can use the window with
different lighting scenarios. This hot spot would be an obvious problem in
nighttime shots or those around sunrise and sunset.
D. adows. The shadows need to be removed so they don’t fight your light
source.
Now that you’ve identified the’ problem areas you can begin correcting them.
Let’s start by setting the Contrast to 20 percent, which will sharpen the colors in
the image. This removes the washed-out appearance of the colors, which are
common with hazy daytime photography. Now we can start editing the details.
We’ll start with the window frame since it’s the easiest element to correct.
8. Okay, now it’s time for a little glasswork. The glass is the biggest mess we
have to clean up, but fortunately, it won’t be terribly difficult. We’ll use the
clone tool to cover up the reflections and glare. We’ll start with the lower
right pane since it’s the best for sampling. To see how we’ll be cloning the
surface, take a look at Figure 2.11.
9. To clean up the lower right pane, sample the area in (A) and copy it to (B).
Be sure to keep the opacity of the clone tool at 75 percent so some of the
dirt from the original texture shows ough. When you are finished, it
should look like Figure 2.12.
10. Now repeat the process by cloning the lower right panel to the lower left
as shown in Figure 2.13.
11. You need to set the opacity to 100 percent when cloning over the reflection
of the guy to make sure he doesn’t show through. Now it’s time to focus on
the upper left pane. The first step is to black out the area where the glass is
gone, as seen in Figure 2.14.
12. You should eliminate the vertical bar that attaches to the twisted cross-
beam since it will be less desirable to model later on. Once the hole is cor-
rected, you are ready to clean up the glass, which is done the same way as
before by sampling one of the corrected windowpanes and painting over
Figure 2.11:
I The sampling method.
rect nearly every source image you find because many will have shadows that
conflict with your lighting. Of course, you probably won’t come across very
many that require as much editing as the one we just did, but now you are pre-
pared for anything.
Now that you have an edited source image, you can begin modeling the actual
window.
With the source image ready to go, load it into your modeling program as the
background image as shown in Figure 2.17.
Using template images can be complicated at times because not every 3D pro-
gram provides you with a clear, crisp background image. If your program
doesn’t allow for clear template images, you can use the template for the basic
shapes and refer to the image in your painting program to identify the location
of specific details.
Modeling the window is actually quite simple. It’s really no more than several
simple shapes combined to form the completed window. In fact, most image
map modeling is based on simple shapes.
Figure 2.17 The source image loaded as the background template.
1. e first step is to build the window frame. On the left side, create a sim-
ple box that runs the height of the window frame as shown in Figure 2.18.
2. Don’t make it the full width of the frame because there are actually two
pieces that comprise the sides of the window frame. You’ll make the smaller
piece next. With the box added, you need to bevel it to create specular real-
ity. Apply a small bevel to the front face of the box as shown in Figure 2.19.
3. Now you can create the smaller board by copying this box, placing it
directly beside the first box and moving the points on the right side inward
to make it thinner, as seen in Figure 2.20.
4. You don’t want to scale the small board because it will compress the bevel
you added earlier. Manually moving the points preserves the bevel. N o w
that you have both boards completed, you can mirror them horizontally to
create the right side of the frame, as shown in Figure 2.21.
Creating the left side of the frame.
5. Creating the top and bottom of the frame is easy. Simply copy the two
boards on the left side and rotate them 90 degrees clockwise. Then place
them at the top of the template, with the left side flush against the small
board on the left. Now select the points on the opposite end and drag them
to the right until they meet the small board on the right. Finally, select the
two boards on the top and mirror them vertically to create the lower frame,
as shown in Figure 2.22.
6. Now you’re ready to apply the crossbeams. Once again, use one of the
boards you have already constructed. Select the small board on the top of
the frame, and move it over the horizontal crossbeam in the middle of the
window template image as shown in Figure 2.23.
7. Once the crossbeam is in place, you need to lengthen it along the x-axis so
it penetrates the frame as seen in Figure 2.24.
8. Make sure you select the points on the ends of the crossbeam and move
them manually so the bevel isn’t distorted. Now you need to shorten it
along the z-axis so it doesn’t rest flush with the frame. Figure 2.25 shows
the proper sizing of the crossbeam.
9. That’s better. You want the crossbeams to be smaller so the window
shows more depth. It’s always a good idea to create visual depth when
The completed frame.
Sizing the crossbeam along the x-axis.
building architectural elements for your environments. To complete the
crossbeams, simply copy the current crossbeam. Rotate it 90 degrees
clockwise and place it over the vertical crossbeam in the template as
shown in Figure 2.26.
10. Once the crossbeam is placed, you’ll want to shorten it along the y-axis but
make sure it penetrates the frame. Okay, you’re done with the frame.
Before you move on to the glass, name this surface Wmdowframe. You’ll
need to separate the frame, glass, and bars so you can surface them prop-
erly We certainly don’t want a transparent window frame.
The next step is to create the glass.
The broken glass in the source image is great. We’ll want to preserve the
holes and cracks when we create our glass object. The glass is a relatively
simple object to create. It’s basically a Boolean subtract operation. Let’s get
started.
1. Start the security bars by creating a tube with 32 segments and placing
it over the first horizontal bar in the template image. en select and move
the points so your bar conforms to the flowing shape the template bar as
shown in Figure 2.31.
2. The remaining steps are simple. Copy the bar and place it over the lower
horizontal bar in the template image, then move the points so it conforms
to the template bar shape. Now copy the bar again, rotate it 90 degrees
clockwise, and then place it over center v bar on the template and
adjust the points. You should no ave som similar to Figure 2.32.
3. Clone the vertical security bar to create the two smaller security bars on
either side, as seen in Figure 2.33.
bars SecurityBars.
The window is now complete. Once you put all of the parts together, the win-
dow should look like the one in Figure 2.34.
As you can see, the window is nothing more than a few simple primitives that
have been modified slightly. You’ll find that most image-map modeling is
based on modified primitives, which makes the process rather simple to man-
age. Now save the object as Window before you forget.
Now that we’ve modeled the window to match the image map, surfacing the
window is very simple-if you know a few tricks. The window is a fine exam-
ple since it has three unique surfaces, all with very different attributes. Before
we can surface the window properly, we’ll need to make some modifications
to the image map, which we’ll explore as we surface the window. Let’s get
started.
EXERCISE: SURFACING THE OW
1. Start with the easy part, which is the frame. Load the window object you
created earlier and the window image map you edited in the first part of
this chapter into your rendering application. Now apply the window
image map to the window frame surface as a planar map along the z-axis,
as shown in Figure 2.35.
Surfacing the window frame.
2. To completely surface the wood frame, you set the specularity to 12 per-
cent; use the window image map as a diffusion map, with an opacity of 50
percent; and apply the window map as a bump map with 50 percent
bump. This will give the wood the attribute of a heavily weathered, painted
appearance.
3. Surfacing the wood frame first is critical. Why? Because it’s the surface
with the outermost polygons, me . g it’s the exact size of the image map
and you can automatically size the image map to the surface. Most pro-
grams will do this for you. To avoid having to deal with making image map
templates, you can copy the frame surface to the other surfaces so your
image map scaling and alignment will match. That way, you can edit the
original window image map without having to create a new map to match
the exact size of the other surfaces. There’s no reason to make our lives any
more difficult than necessary-we already have enough to deal with just
g to create 3D photorealism.
4. Now we’ll surface the security bars. This is accomplished by copying the
window frame surface to the security bars and making a few surface
attribute changes. You’ll need to make the bars more specular due to the
crystals in the rust, so set the specularity to 35 percent. The bars are metal,
or at least some metal is showing through, so they will need to be 15 per-
cent reflective. The last attribute change is to set the bump value to 100 per-
cent to make the rust depth clearly visible. When you are done, the object
should look like the one in Figure 2.36.
5. Now you’re down to the last surface-the glass. The glass requires some
image map editing so you can remove the bars. It would look odd with the
reflection of the metal bars burned into the glass, although it would be a
very original design for stained glass. To renmve the bars load the image
into your paint program and use the clone tool to sample portions of the
glass and paint them Qver the bars. When finished, your image map should
resemble Figure 2.37.
6. Now save e new image map as WindowGlass and load it into your ren-
dering program. Then copy the frame surface to the glass surface and
replace the Window image map with your new WindowGlass image map.
Of course, you’ll need to make a few surface attribute changes, so the glass
doesn’t look like wood.
7. To start, set the specularity to 40 percent. Class is typically fairly specular,
but you want to keep the specularity of this window a bit lower since it’s
covered in dirt and oxidation. Next, set the reflectivity to 15 percent as you
did with the security bars. You’ll also need to set the bump map to 12 per-
cent since you don’t want a hunpy window. Finally, set the transparency to
15 percent so you can see through the window but not clearly. The glass
should appear cloudy, diffusing the security bars behind it. The completed
window shouId look like Figure 2.38 when you render a test image.
Now that’s more like it. The window looks completely realistic and has depth
to boot. You can see how image map modeling is a powerful technique for cre-
ating very realistic objects rather quickly. To see how the window looks in an
actual environment, take a look at Figure 2.39.
It looks great doesn’t it? While image map modeling requires more work than
simply slapping an image map on a flat plane, it goes a long way toward cre-
ating a realistic environment. One of the great advantages of image map mod-
eling is that you can create very complex effects. For example, you can place an
object behind the window and have it show through with dimensional objects
in front of it such as the crossbeams and security bars to add depth. can’t
be done with a simple flat plane. Figure 2.40 shows what happens nwe
light the room so we can see through the window.
As you can see, the image map modeled window lets us see objects ough
the glass. Another good example of an image map modeled window can be
seen in Figure 2.41.
The fully surfaced window.
tively flat, you can model it with image map modeling-it doesn’t even neces-
sarily have to be flat. Why don’t we take a look at how the protruding bricks in
the alley scene were created with image map modeling?
While bump maps can do e job for distant shots, they fall short of the mark
when you zoom up close. There are times when you want the depth of the sur-
face details to be more severe. Bricks are an excellent example. Because they
protrude from the surface of the wall, they require some physical depth to
appear realistic. That’s where image map modeling comes into play. Image
map modeling allows you to add as much depth as you like. Of course, there
are a few things to consider such as surfacing of the added depth. We’ll be tak-
ing a look at surfacing solutions in a minute, but first we’ll take a look at how
we model for depth.
In these exercises, you’ll re-create the heavily extruded bricks seen on the left
side of the alley image. They are a wonderful addition to the scene because
they add tremendous depth to an otherwise flat wall. en creating 3D envi-
rorunents, it’s a good idea to reach for more depth to really take advantage of
the tools you have before you and to. wow the viewer with more detail. Yes,
most walks in reality are relatively flat, but that’s where you have the advan-
tage. You can alter reality while still making it appear photorealistic. Life as a
3D artist would be very boring if you didn’t take the opportunity to be creative
with your reproductions of reality.
Enough balderdash, let’s get started with the exercise.
1. The first step is to load the brick image map template into your modeling
program. On the companion CD-ROM you’ll find the brick.jpg template,
which looks like Figure 2.44, in the chapter2/figures folder.
2. I’m sure you noticed that this image map is well under the recommended
1000-pixel width. You can’t always find image maps in the size you need,
but that doesn’t mean you can’t use a file. You just need to be more creative
about how you use it. For example, you could use tileable models, which
are covered in Chapter 3, “Adding Depth with Seamless, Tileable Models.”
Now that you have the template loaded you can begin construction of
the details. Building the bricks is a similar process to the way you built the
window, except it’s a little more organic. The bricks have unique shapes, so
you can’t use a simple box. Instead, you’ll need to make custom shapes for
each brick. This sounds time consuming, but it really isn’t.
3. To begin, zoom into the brick in the upper left corner. Now place points
around the brick to define the general shape. Don’t use too many points
since it’s unlikely you will be this close to the actual bricks in the scene.
Bevelling bricks.
Adding the wall.
14. Now you’re ready to correct the surface stretching on the bricks. First, load
the new bricks object into your rendering program. Then reapply the sur-
facing you did earlier to the bricks surface. Copy this surface to the Brick-
Sides surface. You want to copy the surface so you have identical settings
for the specularity and bump. Replace the color image map with the new
BrickSides image map and set the mapping to cubic. Then set the size to 40
centimeters on the x-, y-, and z-axes.
How did we come up with this number? Well, the total height of the
brick wall is about 1 meter, and it’s 6 bricks tall, so each brick is roughly 16
1. Open your modeling program and load the image map template into the
background of the z-axis. You can find the template image in the chapter 2
folder on the companion CD-ROM. It’s named leafj.pg and is shown in
Figure 2.56.
2. Now for the fun part. Natural, organic image map modeling is different
from industrial because we can’t start with primitives. It requires more
detail so you’ll need to create custom polygons, the way you did with the
holes in the window glass. Of course, if your modeling program doesn’t
have point-editing tools, you can begin with a faceted plane, which I’ll
cover after we get the point-editing version started. Let’s start modeling
the leaf.
3. The first thing to do is create a flat mesh that represents the shape of the
leaf. This is the most important step because you’ll be using portions of
this mesh to build the details of the leaf. There is one area of the leaf that
1. Start by selecting the polygons, at the base of the stalk and sweeping them
down a bit. Once they have been swept, move them down a bit and drag
the points out to make the end more rounded as shown in Figure 2.67.
2. Now sweep the polygons several more times, moving them down to cre-
ate the len of the stalk, which should be equal to the height of the leaf
as shown in Figure 2.68.
3. It's looking great now. You have just a few more subtle details and you’re
done. You need to add a depression at the end of the stalk where it would
connect with the trunk of the tree. This is accomplished by selecting the
lower three points in the middle of the stalk on the bottom and rotating
them backward, with the rotation axis being at the uppermost point. The
result is shown in Figure 2.69.
4. Now you have a nice depression tapering down the end of the stalk, mak-
ing it appear more natural and realistic. We could quit here, subdivide the
object, and surface, but I can’t fight the urge to be a bit more detail-neurotic.
At the base of the leaf,where it meets the stalk, there is a deep depression
(cuneate base) that is common on leaves of this classification. This is a rela-
tively simple detail to add, yet it really sharpens the reality of the leaf. If we
didn’t create the physical dent that’s represented on the image map, it
would show a dent with no physical depth, undermining all of the realistic
credibility we’ve worked so hard to establish. Let’s take a stab at creating
the dent.
5. Begin by selecting the two polygons at the base of the leaf, where it meets
the stalk. These are the polygons that rest on the slope before the stalk.
Now move them so they lie directly over the dent on the template image.
Then sweep them and scale them down slightly as shown in Figure 2.70.
6. The next step is to drag the points of these polygons so they are all aligned
with the angle of the slope. Then they are swept again, scaled down
slightly and moved back into the stalk a bit as shown in Figure 2.71.
Beginning the cuneate base dent.
7. Great. Now the dent is complete and so is your leaf. See, it wasn’t that dif-
ficult to add the detail, but it sure adds credibility to the model. The small
details are what brings your objects to life and makes them photorealistic.
If we skip the small details, we might never achieve photorealism.
8. Before you save our object, there are two more steps. First, you need to
assign the surfaces. You’ll need to separate the leaf from the stalk, so you can
surface them individually. Figure 2.72 shows the selection area for the leaf.
9. Notice how the leaf selection begins where the template image begins in
the background. This insures your surfacing will line up properly. Name
this surface Leaf. Now simply select the stalk and name it Stalk.
10. The last step is to subdivide the model, which will smooth it and sharpen
the details. The method of subdivision is similar from one program to
another though the interface will vary widely. Basically, you need to sub-
divide it with one iteration, which is the standard in most programs. If
your program has a max smoothing angle option, set this value to 179,
which will smooth all angles less than 179 degrees. When the subdivision
is complete, you’ll have something similar to Figure 2.73.
You can see how the leaf is now very smooth and organic. Subdivision is a real
lifesaver when it comes to creating detailed organic objects. Now save the
object as Leaf, and we’ll move on to surfacing.
1. Let’s load the Leaf object into our rendering program and apply the leaf.jpg
as a planar map on the z-axis. Of course, you need to apply additional sur-
face attributes to make the leaf realistic, so let’s set the specularity to 35 per-
cent. If you have diffusion, you can set it to 75 percent. The last step is to
apply the leaf.jpg as a planar bump map on the z-axis, with a value of 100
percent. If your program allows for values in excess of 100 percent, I sug-
gest 600 percent so the veins and details of the leaf really pop out. Now do
a test render. The result should resemble Figure 2.74.
2. This looks pretty good. You can now move on to the stalk surfacing. You
don’t have an image map for the stalk, so you’ll need to make one, using
the leaf image map as the template. This is relatively simple to do, but first
you’ll need to create a painting template. This can be accomplished a num-
ber of ways. You could render an orthographic view, but that would require
setting the camera zoom to 1000, meaning you would need to edit your
scene. There is no reason to do that since you are creating a rather simple
Well, that was certainly a long chapter, but it was well worth the time spent.
Image map modeling is a tremendous time saver, not to mention great for alle-
viating headaches. Creating detailed photorealistic environments can be a
great deal of work if you don’t use image map modeling. This modeling tech-
nique can be applied to countless detailed objects. Just about any model can be
greatly enhanced ough the use of image map modeling.
While working on the Platinum comic book, I used this same technique to cre-
ate all the buildings in the street shots, not to mention a great deal of the inte-
rior work. All of the walls and windows were modeled using image maps as
templates and then applying the image map as the surface. Try using this tech-
nique in your next photorealistic 3D project, and you’ll soon realize why it’s an
invaluable tool in your photorealistic toolkit.
Now that you have a handle on image map modeling, you’re ready to move on
to tileable models. Nothing is more powerful for adding tremendous detail to
a scene than tileable models. Let’s take a look at how to use tileable models to
add shocking depth to your 3D environments.
reating depth in 3D environments can be complicated, and it usually requires
a great deal more work. Fortunately there is a technique called “seamless
tileable models” that allows you to simplify the process. Seamless tileable
models work under the same principle as tileable image maps. It’s basically a
3D tileable image map. Rather than apply an image map to a simple plane, you
create an image map modeled object from the tileable image map and then tile
the model in your rendering program. This gives you the benefit of the tileable
image map and the depth of an image map modeled object. Of course, the
tileable model doesn’t always have to be seamless. There are many uses for
nonseamless tileable models, which we will explore in Chapter 4, “Creating
‘I’ileable Ground Covers.”
In this chapter we’ll explore several techniques, for creating tileable models.
We'll start with the seamless image map modeled method, and then we’ll take
a look at creating tileable props. Seamless tileable models are typically used in
industrial environments since man-made objects tend to’ be repeating. For
example, sidewalks repeat segments that are roughly B-feet square. Nature is
less particular with dirt trails. Therefore, seamless, tileable models are usually
used to create industrial ‘environments. Let’s take a look at how to create a
seamless, tileable model.
The typical seamless tileable model is created using image map modeling. The
only real difference between standard image map modeling and that done for
seamless models is the source image. You must use an image map that tiles
seamlessly when modeling seamless tileable models. Pretty obvious isn’t it?
Well, it had to be said anyway. It’s actually very easy to create seamless tileable
models. Let’s take a look at how it’s done.
In the next exercise you’re going to create the cobblestone tileable object seen
in Figure 3.1. Notice how the cobblestones in the alley havea great deal of
depth. There’s a physical depth to the stones in the road. This effect is easy to
achieve, yet it adds a lot of credibility to the image. Simple bump maps on flat
planes wouldn’t create such depth, particularly upon close inspection. You
could give physical height to the individual stones with a displacement map,
but the polygon resolution of your street mesh would have to be very high,
which would slow down your screen refresh, not to mention add to your ren-
der times. Yes, you can apply a displacement map to a simple NURBS surface,
but you won’t be able to see the actual depth until you render, making i diffi-
cult to place those cigarette butts between the cracks of the bricks. Polygons
are very useful for making low resolution, seamless image map models that
can be viewed in real time.
The first step in creating the cobblestones is to locate a seamless image map.
Figure 3.2 shows the cobblestone image map you’ll be using for this tutorial.
This file can be found in the chapter3 folder on the companion CD-ROM
under the name cobblestones.jpg. This image map was created from a photo-
graph of bricks. The original photograph had shadows and weeds in the
cracks that had to be removed to make it a useable image map. We don’t want
anything in the image map that we won’t be modeling. The weeds are a great
addition to any scene using the cobblestones, but they should be applied as a
separate object rather than part of the tileable model since they require more
extreme depth. Besides, you wouldn’t want to see heavily repeating grass in
your scenes. On the other hand, it’s fine to do mild repeating of bricks since
masons tend to be linear in their design and often create patterns with bricks
of unique colors. Weeds tend to be less discriminating about where they grow.
Take a close look at the figure and you’ll notice that a few of the bricks on the
left and right sides of the image are terminated in the middle. This may look
like it will be a problem when you tile the model, but it won’t be. While there
might be a hairline seam between the models when you tile them, it will be vis-
ible only upon extremely close inspection, which is unlikely to occur.
Before you begin modeling the cobblestone tile, you need to edit the image
map so it makes a better modeling template. It can be very difficult to see the
separation of detail on an image map that is an even tone such as this one. We
need to be able to clearly see where the bricks meet the mortar. Therefore, you
need to adjust the contrast between the brick and the mortar, particularly if
your program uses grayscale images for templates. Let’s edit the image map
template so you can start modeling cobblestones.
6. Now that we have one block completed, you can clone it to create the other
blocks. There is no point in building them from scratch since they are basi-
cally the same. You can save a great deal of time by cloning them. It is a bit
tedious, but the process can be greatly expedited by using a few simple
tricks, which I will cover as we go.
7. Start by copying the block and placing it over the next block on the tem-
plate. Then, using the magnet tool, drag the points on the object to contour
to the template block. This is a great way to expedite the shaping process.
It would take much longer if we had to drag each point. Using a small
magnet tool you can quickly shape the blocks with accuracy. Repeat this
process until you have a few blocks completed as shown in Figure 3.9.
8. Now we come to one of the severed blocks on the edge. To create this
block, clone one of the other blocks and move it into place so the right side
of the block lines up with the template. Then select the row of points clos-
Creating additional blocks.
est to the edge of the template and stretch them so they all line up flush
with the edge of the template as shown in Figure 3.10.
9. Now select the polygons on the outside of the template and delete them as
shown in Figure 3.11.
10. Next we need to complete the rest of the block by cloning them and using
the magnet tool to contour them to the template. All of the severed blocks
on the sides should be created using the same technique you used in step 9.
when you are finished you should have something similar to Figure 3.12.
11. Now we have one final element to add before we are ready to surface the
cobblestones. We need to add the mortar object, which also serves as the
border for our seamless object. This step is simple. First, hide the blocks.
Then create a single polygon flat plane that lines up with the outside edge
of the template as shown in Figure 3.13.
12. Now unhide the blocks, and you should have the completed cobblestones
as shown in the OpenGLpreview in Figure 3.14.
13. I’m sure you’ve noticed the polygons on the tops of the blocks are a bit
chaotic and tend to confuse the eye when you look at them. You can sim-
plify the appearance of the blocks by merging the polygons on the top and
bottoms of the blocks to create a single polygon on both sides. Not all pro-
Lining up the edge points.
grams can handle polygons with more than four points, but if yours does,
I suggest you optimize your mesh by merging these polygons. Simply
select the polygons on the top and bottom of all the blocks with the selec-
tion tool and then merge them using your merge polygon tool, creating
single polygons on both sides as shown in Figure 3.15.
While merging isn’t necessary, it does make the screen less confusing, particu-
larly when you have several of the cobblestone tiles in a scene. Speaking of the
scene, we are almost ready to surface the object. First assign the object a sur-
face called cobblestone, and then save the object as cobblestonetile.
As you can see, creating the detailed, 3D cobblestones was quite easy. It’s sim-
ply a matter of creating the first block, cloning it, and modifying the clones.
Surfacing the cobblestones is even easier since we modeled the object to match
the image map. Let’s surface the cobblestones.
EXERCISE: SURFACING THE COBBLESTONES
1. Load the cobblestonetile object into your rendering program, and then load
the cobblestone.jpg file you used earlier so you can apply it to the object.
2. Now apply the cobblestone.jpg file as a color map on the y-axis. Most pro-
grams will automatically size the image to the surface of the object. If yours
doesn’t, there may be an automatic sizing feature you can use, or you might
Figure: 3.15 Merging the polygons.
need to manually size the image map using a bounding box. Either way, be
sure to fit the image map to the surface.
3. Apply the image map to the bump channel of the surface and set the value
to 100 percent. If your program allows for values greater than 100 percent
set it to 150 percent.
4. If your program allows for diffusion maps, apply the image map to the dif-
fusion channel and set its opacity to 50 percent. If you set the value to 100
percent, the surface will be nearly black, so we need to back down the
strength of the diffusion map by lowering the opacity. I know I’ve dis-
cussed diffusion a number of times in several books, but I can’t stress how
important it is for creating realistic surfaces.
Diffusion scatters the light on the surface of your object, effectively light-
ening or darkening areas of the surface. For example, on our cobblestones,
the dark pits in the stones will be diffused more heavily than the lighter
surface areas, meaning less fight will be reflected back by the pits, which is
what happens in reality.
5. Set the specularity to 12 percent and the glossiness/hardness to 20 percent.
This will make the blocks somewhat specular, but the hot spot will be wide
so the blocks will appear chalky instead of hard like plastic. Now do a test
render. You should have something similar to Figure 3.16.
The surfaced cobblestones.
Of course, on close inspection it has a few traits that aren’t quite real, such as
the surfacing on the seat and the signal lights in particular. These areas lack
detail, but the incredible detail of the model duped us into thinking it was
real for a moment. That’s the power of detailed surfaces. This same principle
is used in nearly every science fiction special effect. I’m sure you’ve noticed
the high volume of surface detail on space ships in sci-fi movies. These
details are called “nurnies.” Yes, it’s a bit of an odd name, but if you know
any special effects people, you completely understand why. They tend to be
a bit nutty, but then so are 3D artists. You have to be a bit “off” to do com-
puter graphics. Anyway, nurnies are basically simple details that make the
entire object appear very detailed, and therefore very realistic. Figure 3.18
shows a prime example of a very realistic 3D space ship that is loaded with
nurnies for realism.
Notice how there are small details all over the ship. This visual chaos helps to
make it appear more realistic. Of course, it also has wonderfully detailed sur-
facing that clinches the photorealism deal.
A highly detailed object.
Nurnie power.
Okay, now that we have our completed cobblestone tile we’re ready to put it to
good use. This is where we reap the reward of tileable models. To create a cob-
blestone street with amazing depth, all you need to do is clone the object and
move the clones into position next to one another as shown in Figure 3.19.
As you can see, it’s very easy to create the road using a tileable model. If you
do a test render, you should have a seamlessly tiled street like the one shown
in Figure 3.20.
Now that’s more like it, a great seamless road with depth. The best giswe
can now create very complex environments by merely cloning the single cob-
blestone object. This is the beauty of tileable models and image map models.
We create a collection of parts that can be assembled in a rendering program to
create an unlimited variety of buildings and props, which is much easier than
constructing each building individually. We’ll talk more about how to use
seamless tileable models to create complex industrial environments in Part
Four, “Creating Industrial Environments.” For now, let’s take a look at another
example of a seamless tileable model.
In Chapter 2, “Image Map Modeling,” we created a brick wall with depth
using the image map modeling technique, which also happens to be a seam-
less, tileable model since the original image map was seamless. s object was
tiled to create the brick wall in Figure 3.21.
Notice how realistic the wall appears. Figure 3.22 shows a close-up of the bricks.
You can see the wall appears completely seamless, but it’s actually six copies
of the original brick wall we created. This wall could have been modeled as a
single object, but then we would have had to create a larger and more compli-
cated texture to surface it. Of course, there are tunes when a seamless tileable
model presents a few problems. For example, you may need a square segment
of bricks, but your seamless model is rectangular. This presents a bit of a prob-
lem. You can’t stretch the object because then the bricks will be deformed. So
what do you do? Well, typically you would start from scratch and build a cus-
tom wall with a corresponding custom image map. This, of course, is undesir-
able since we already have a great seamless, tileable model in which we
A seamless, tileable brick wall used in a street scene.
invested a good deal of time perfecting. What’s the solution? You use the
seamless, tileable model to build custom shapes by using a bit of surfacing
trickery. Allow me to explain.
The main pitfall of creating custom buildings with unique details is the work
involved both in modeling and surfacing the details. A custom brick wall can
be a nuisance to model and a real nightmare to surface because the image
maps cart be huge when covering a complete custom surface. It’s also really
annoying to keep creating custom image maps. The last thing we want to do is
add more work to our already hectic schedules. This is where a seamless,
tileable model can save you a great deal of time and effort.
The trick is to save the surface of the seamless tileable model and apply it to
your new custom model. Okay, that requires a bit more explanation. Let’s take
A close-up of the bricks.
NG A CUSTOM MODEL
1. Load the brick object created in Chapter 2, “Image Map Modeling.” If you
haven’t already performed the brick modeling exercise in Chapter 2, I sug-
gest you do SO before continuing with this exercise. If you forgot to Save
the model, don’t worry. You can find a copy of it called bricks.3ds in the
chapter3 folder on the companion CD-ROM. The file is also provided in
several other popular file formats.
2. Now we need a template for our custom shape. For this exercise, we’ll be
using a room I created. The file is called room.3ds and can be found in the
chapter3 folder on the companion CD-ROM. Load this file into your mod-
eling program now.
3. Now we’re ready to start tweaking the brick model. What you’re going to
do is complete the front wall of the room using the seamless brick model.
The first thing to notice is the brick object isn’t positioned properly on the
wall of the room. While it’s easy enough to move it, this will change the
surfacing coordinates of the model. That’s fine for now since we will be
correcting the coordinates in a minute. Go ahead and move the bricks so
they are snug in the upper left corner of the hole as shown in Figure 3.23.
4. Clone the brick object, but first we need to group it so we can select it later.
We’ll be using this first group of bricks for the image mapping coordinates,
so we need to be able to select it. If your program allows for groups, select the
bricks and group them with the name brick base. If you don’t have grouping,
you’ll need to manually select these objects later. If you have layers, you can
skip the grouping since you can create the clones on a different layer.
5. Now it’s tirne to build the wall. Simply copy the group three times and
place the clones around the original as shown in Figure 3.24. Be sure to
place the clones flush against the original so there is no visible seam. If you
are working with layers you should copy the clones to; a new layer so they
are separated from the original.
6. Now we have the full wall segment, but it’s too big for the hole. You need
to scale the bricks down to fit in the hole. Scale the bricks down so they
meet with the lower edge of the hole as seen in Figure 3.25. Be sure to use
the upper left corner of the bricks as your axis for the scaling.
7. Now we’re making some progress. Of course the bricks are too wide for
the whole so we need to remove the extra bricks on the right. Start by select-
ing the six blocks that overhang the hole on the right side and delete them,
as shown in Figure 3.26.
8. Select the points on the right side of the flat mortar planes and move them
to the left until they are flush with the edge of the hole. Use Figure 3.27 as
a reference.
Now the bricks should be positioned wi the frame sf the wall as
seen in the OpenGL preview in Figure 3.28.
9. The wall is now complete and ready to be surfaced. Before we surface it,
let’s save the room with the new brick wall as roomcomplete.
10. Now it’s time to use a little surfacing trickery to save a great deal of time
and effort. What we’re going to do is surface the original brick group and
Scaling down the bricks.
repeats anyway and it doesn’t have specific details that are fixed to the
geometry Speaking of repeating, you should make sure you have texture
repeating turned on for all surfaces so the image maps are repeated across
the entire wall of our room.
13. Once you have resized the image maps, do another test render to make
sure it worked properly. you should have something similar to Figure 3.31.
14. That’s much better. Now we’re ready to apply this new surface to our brick
wall on the room. We have two ways to apply this new surface. We can
save the surface attributes as a resource file, which most programs allow,
or we can save the bricktemplate object so it retains the new surface attrib-
utes. I suggest we do both. Go ahead and save the surface attributes as
Bricks and then save the bricktemplate object.
15. Load the roomcomplete object into your rendering program and apply the
new surfacing to the bricks. You can select the brick wall blocks surface
and load the bricks surface attribute you just saved, or you can simply load
the bricktemplate object, which will automatically apply the new surface
to the bricks. Either way is just as effective. Of course, if you load the brick-
Figure 3.31 The corrected surface.
As you can see, the seamless, tileable models are very useful for creating amaz-
ingly realistic objects and saving you countless hours of modeling and surfac-
ing time. They are truly the backbone of photorealistic industrial modeling. If
you want to build a city scene, the seamless, tileable model will be your most
productive tool. Speaking of building city streets, let’s take this opportunity to
explore more complex tileable models, which are the elements of industrial
development.
Seamless, tileable models aren’t limited to simple objects like brick walls or
cobblestone streets. They can be used to create much more complex objects like
the room we completed in the last exercise. When you are building a large city
scene the last thing you want is huge objects, which will eat up your resources.
It’s easier and more resource-friendly to use tileable objects to create complex
objects such as buildings. We basically build segments of a building that can be
repeated when we stage the scene, creating the complete building. For exam-
ple, the room we completed earlier can be repeated to create the side of a
building, as shown in Figure 3.33.
In a matter of seconds, the single room object was used to create the side of a
building. While it l o o k s great, the room object isn’t a good seamless object
since the cement beams on the sides of the room meet each other when the
room is tiled. The double beams look a bit odd since it would typically be a
single beam. To make the room a truly seamless object, we’ll need to do a bit
of editing.
When creating tileable models, we want to make sure they fit together like
pieces of a puzzle. This means the beam on one side of our room needs to be
removed so the bricks of one side will meet the beam of the other when the
room is tiled. Let’s take a look at how we modify the room to be tileable.
6. Great, now we can edit the floor of the rooms in the same manner. Select the
polygons on the leading edge of the floors, and move them so they come
together in the middle of the vertical beam as shown in Figure 3.38.
7. Now the right side of our room is complete. To complete the left side you
need to mirror the changes we did to the background room on the left side
of our room. To do this, move the left room so it’s directly over the right
room. You’ll notice the crossbeam, ceiling, and floor of the left room extend
beyond the right. You need to move the leading edge of these elements so
they line up with their complements on the room in the background. We’ll
start with the ceiling and floor.
8. Select the leading edge of the ceiling and floor and move them to the right
until they line up with the background room as shown in Figure 3.39.
9. Now select the leading edge of the upper crossbeam and move it to the
right until it lines up with the background room as seen in Figure 3.40.
Great, now we’re done editing the room. The left and right sides of the room
will now come together seamlessly like a puzzle when we tile the object. You
should now have something similar to the OpenGL preview in Figure 3.41.
The object actually looks like a 3D puzzle piece. We can already visualize the
ends coming together to form a perfect seam. Speaking of coming together,
Creating the seam for the floors.
This scene looks very realistic, and it’s entirely comprised of tileable models,
which are very simple and fast to assemble. When creating scenes with city
sidewalks, such as this one, you’ll want to make liberal use of tileable models
to save on system resources. For example, creating the complete sidewalks for
each building individually can be abusive to your resources and would
involve a great deal of unnecessary effort on your part. What you’ll want to do
instead is create a tileable sidewalk model for the sides of the building and a
generic corner model so you can wrap the sidewalk around the building.
While it’s important to focus on the detail when creating photorealistic mod-
els, it’s equally important to optimize your efforts so you get the biggest bang
for your buck. Let’s face it, in this business time is money and you can never
have too much money.
Seamless, tileable objects are a real lifesaver when it comes to creating complex
objects and environments. They are an important tool when creating detailed
city environments since they are relatively simple to create and very flexible
when developing your scenes. They are a staple of every photorealistic indus-
trial scene. You should put them to use in all of your industrial environ-
ments-you’ll be pleased you did.
Of course, the world isn’t just industrial environments. It also includes natural
settings, which brings us to the next topic, creating tileable ground covers. The
one element that makes natural 3D settings incredibly realistic is the use of a
ground cover to break up the scene. Of course, it’s one of the least used ele-
ments because of its complexity. In Chapter 4, we’ll explore a number of tech-
niques for easily creating mind-blowing detail in your natural settings with 3D
ground covers.
othing is more challenging than creating photorealistic natural environments,
particularly if you plan to shoot close-ups. While there are a number of pro-
grams that create digital botany and natural terrain, such as World Construc-
tions Set, Bryce, View de Spirit, and World Builder, you’ll find the effects they
create tend to be rather unrealistic upon close inspection. These programs do a
great job of creating wonderful mountains covered in trees and snow or mar-
velous bodies of water that reflect the surrounding environment and mirror
the sky, but they aren’t the best choice when you need to get a close look at a
bug on a leaf or a snake in the grass. So what do you do if you want to zoom in
on the environment?
This is where it gets more complicated, requiring a deep study of natural
worlds. Mother Nature has a habit of creating a great deal of chaos and detail,
which makes replicating her work a somewhat daunting task. If we want to do
a convincing job, we are forced to manually create the details in the surround-
ing environment. We have all seen attempts at re-creatmg natural realities in
3D images, but how many times has the image looked like a photograph?
Unfortunately most 3D worlds tend, to look barren. They can be filled with
trees, rocks, and dirt but they still don’t appear completely realistic. That’s
because nature likes to accessorize reality.
Take a look outside, and you’ll notice that you rarely see dirt. It’s almost
always covered in some form of ground cover. This is nature’s way of preserv-
ing the moisture and nutrients of the soil. If there weren’t ground covers, the
world would be one big desert. Ground covers are all around us so we need to
incorporate them into our images if we want the viewer to believe the image is
realistic. While we could simply drop a detailed image map on a simple
ground plane, that won’t work on close-ups since the ground cover’s lack of
depth would be obvious. What we need to do is build the physical ground
cover ourselves. Yes, it sounds like a nightmare, but fortunately tileable mod-
els make this task rather simple, and the results are quite amazing. For exam-
ple, take a look at the image in Figure 4.1.
Here we have an image of a lunch ball in a field of clover. Okay, I know you are
wondering what a lunch ball is, so let’s take a brief look at them before we move
on. Lunch ball is a game Goblin babies play during lunch, hence the name. It’s
similar to soccer except the ball is actually twenty times larger than the players.
Lunch ball.
viewer much more depth to explore. Figure 4.2 shows a great example of
depth. Notice how the ground cover hides portions of the baby Goblin players.
This is a wonderful way to make the image more dynamic. If we could see all
of the player’s bodies the image would have less visual appeal.
The ground cover also stimulates the viewer’s imagination. Now they get to
wonder what is under the ground cover. Could it be insects or maybe a snake?
The more depth we can add to a scene, the more photorealistic it becomes. For
example, take a look at the image in Figure 4.3.
This is the same shot without the ground cover. While the dirt is most certainly
interesting with the moss covering portions of it, there is much less depth to
the image and therefore it’s less interesting. Adding the ground cover has done
One of the most common ground covers we see in nature is clover. It’s also one
of the more interesting. Clover is a great 3D ground cover because it’s a simple
shape and uses a low volume of system resources. Grass is the only ground
cover that uses less system resources, though it actually uses more if we make
the grass thick enough to cover the dirt completely.
The clover’s leaves give it a large surface footprint, which makes it an ideal 3D
ground cover. Clover covers a healthy portion of the ground without requiring
a lot of objects. Take another look at Figure 4.1 and you’ll see that the clover
covers the ground very well, yet the clover isn’t that abundant in the image.
We want to avoid using ground covers that have a lot of detail or a small foot-
print because they’ll eat up system resources when we use enough objects to
cover the ground. We don’t necessarily want to avoid them entirely, but rather
use them only when it’s required to make the shot.
There are a number of ways we could create flowing ground covers for our 3D
environments, but the fastest and most efficient method is to create tileable
models, just as we did in Chapter 3, “Adding Depth with Seamless, Tileable
Models.” Tileable models make it easy for us to quickly cover the ground in
our scenes without having to create a huge, unmanageable object to cover the
entire surface. Creating a single object for the ground cover would likely bring
our computers to their knees, gobbling up system resources like a school of
piranha. Creating a small, tileable ground cover is the most logical approach
since it’s easy on system resources, we can manually tile it to cover the ground,
and we have a greater degree of control over where the ground cover is placed.
We can also vary the concentration of the ground cover by overlapping tiles.
Basically, there are many benefits to tileable ground covers. We’ll talk more
about how to use tileable ground covers later in the chapter. For now, let’s take
a look at how to create a simple, yet visually complex clover ground cover.
EXERCISE: CREATING A BED OF CLOVER
1. We’ll start by making a single clover leaf and stem, and then we’ll clone it
into a small group, which is the way clover grows. Finally, we’ll clone the
group to make the complete ground cover tile. The first step is to create the
leaf, which begins with a simple flat plane with two segments and four
rows as shown in Figure 4.4.
2. Now shape the leaf by dragging the points into a rounded spearhead
shape as shown in Figure 4.5.
3. Yes, the leaf looks a bit polygonal, but this won’t be noticed unless we are
directly on the leaf. If you want to zoom in close to the leaf, all you need to
do is subdivide the completed leaf to make it higher resolution for the
extreme close-up shots.
4. Next add organic curvature to the leaf by selecting the points down the
middle and moving them upward as seen in Figure 4.6.
5. It’s looking better, but the leaf needs to have some chaos if we want it to be
realistic so we’ll need to bend it up a bit. We’ll start by bending the tip.
From the side view select the two segments of points at the end of the tip
and rotate them as shown in Figure 4.7.
6. Be sure to use the point indicated by the arrow as the reference point for
rotation. We are going to bend the tip again with the same points, but this
time at a different location so we can curl the tip downward a bit more.
Figure 4.8 shows the next bend to make and the point of rotation.
7. Now it’s time to make the leaf asymmetrical. We don’t want it to be bal-
anced on both sides, so we need to change one side. A symmetrical leaf
Adding depth to the leaf.
would appear unnatural. To contour the leaf, select the two segments of
points on the right side of the leaf and rotate them downward as shown in
Figure 4.9.
8. The leaf is now complete. Next you need to create the stem by making a
simple plane at the base of the leaf, seen in Figure 4.10.
9. Now extrude this polygon with five segments as shown in Figure 4.11.
10. Now we’re making progress. The last step is to bend the stem so it appears
more natural. Mother Nature doesn’t create straight lines, so we need to
make the stem more organic to be believable, as shown in Figure 4.12.
11. Okay, we now have one clover leaf completed. The next step is to clone the
leaf to create a little cluster of leaves as shown in Figure 4.13.
12. To create the clover cluster, clone the leaf three times, and then rotate and
scale them so the stems are packed tightly together in the middle.
13. We now have a cluster that can be cloned to create the small tileable clover
patch. Before we move on to creating the patch, save the clover cluster as
clovercluster. You never know when you may need it in the future.
Creating the patch can be done two ways, automatic and manual. Let’s take a
look at how both are accomplished.
Starting the stem.
Figure 4.11 Extruding the stem.
When we create the clover patch we want a square patch of clover with clus-
ters that are varied in size, rotation, and height. We don’t want a uniform
patch, since it will be too linear for nature. We, also don’t want the clover to be
the same uniform size since that won’t happen in reality either. Plenty of chaos
needs to be added to the clover to make it photorealistic. The easiest way to
add chaos is to use automatic cloning based on the location of points in a ref-
erence object. This method is available in a number of programs, such as 3D
Studio Max and Lightwave.. If you don’t have an automatic cloning tool, you
can jump down to the next exercise, which illustrates the manual method.
Let’s take a look at how we can automatically clone the clover cluster.
EXERCISE: AUTOMATICALLY CLONING E CLOVER CLUSTERS
1. The first step is to create a reference‘object that contains the points we’ll ref-
erence when cloning. It basically represents a square patch of ground
where we’ll be growing the clover. Make a flat plane on the y-axis with 15
horizontal and 15 vertical segments as shown in Figure 4.14.
2. We now have a plane with 304 points. Each point represents a location
where a clover cluster will be placed when we clone it. Before we do the
cloning, we need to add chaos to the points so we don’t end up with paral-
lel rows of clover. To add chaos, apply a simple jitter to the points, which
does exactly what it says. It moves the points around chaotically on all
three axes.. The amount of jitter depends on the size of your object. You
want to apply only enough jitter to shift the points a bit. You don’t want to
create a twisted mass of points, since the clover needs to be nearly parallel
to the ground. The amount of jitter depends on the size of your plane. It
will take a bit of experimentation to get the right look. Once you have
applied the jitter properly your object should look something similar to
Figure 4.15.
3. Great, now we’re ready for some cloning. This is where it gets a bit tricky
since most programs have different reference cloning features. You’ll have
to experiment with your program’s cloning tools before you continue with
this exercise since they vary widely from one program to another. Most
allow you to control the size and rotation of the clones and typically pro-
vide a minimum and maximum setting for these values.
4. Let’s clone the clover cluster. Select the clover cluster as the cloning object
and the plane we just created as the reference object, and then activate
your automatic cloning function. Use the following .values for the cloning
attributes:
Scale/Size: minimum 1, maximum 2
Rotation: minimum 0, maximum 360
5. Now perform the cloning operation, and you should end up with a tight
grouping of clover clusters like the one seen in Figure 4.16.
6. Before we continue let’s save the clover patch as CloverPatch.
As you can see, it was very easy to create a dense patch of clover clusters with
the press of a button. Figure 4.17 shows a close-up OpenGL preview of the
clover patch.
Notice how the clover is chaotically rotated and sized so there are no repeating
Cloning the clover clusters.
There are a number of things to consider when using natural tileable ground
covers in your scenes. The foremost is how well they will tile. We certainly
don’t want to see any seams in our ground covers, nor do we want repeating
patterns. We have already seen how to remove the repeating pattern problem
by rotating the clones. This works well, but we also need to be cautious about
how we place the clones. For example, take a look at the bounding box pre-
view in Figure 4.21.
Notice how the clones are all rotated at different angles. You would think this
would remove any seam problems, but it doesn’t as you can see by the wire-
frame preview in Figure 4.22.
See the very obvious seam between the clover tiles? This occurs because the
clover doesn’t have a linear edge. The leaves reach out beyond the general
mass of the object. Therefore we need to overlap the tiles to bring the general
mass together and remove the seams, as shown in Figure 4.23.
Now we have removed the seams, as seen in the wireframe preview in Fig-
ure 4.24.
This is much better and completely natural. The clover patch we created is
now free of repeating and seams. Of course, you need to be careful not to over-
lap the tiles too much or you’ll end up with super dense lines of clover where
they overlap, which will create a seam. Overlap them just enough to close the
gap and no more. Figure 4.25 shows a rendered view of our newly created field
of clover.
It looks great doesn’t it? Not a seam in sight and plenty of chaos and depth.
Note that the clover in this image is surfaced. If you want to surface your
clover, you’ll find an image file named clover.jpg in the chapter4 folder of the
companion CD-ROM This is a simple image map that’s nothing more than a
bit of rendered clouds and fractal noise. You’ll find you can get away with rel-
atively simple image maps for most ground covers since they tend to have
small surface details. All you really need is some color shifting and a bit of
noise to break up the colors.
All we need to do now is build a world around the clover. Well, okay, we won’t
be doing that much work but we will be exploring some techniques for adding
elements in the middle of ground covers. Let’s take a look at how we place
objects in the clover naturally, so the clover doesn’t penetrate the object.
Figure Overlapping the tiles.
Seams removed.
The completed field of clover.
Having a dense ground cover presents a unique problem. It can make it chal-
lenging to place objects in the middle of the ground cover without having the
ground cover penetrate the object. For example, it won’t look very realistic if
we drop a rock in the middle of the clover since the clover leaves will penetrate
the rock. Nothing is more artificial than objects penetrating each other, but it’s
a common problem when creating natural 3D settings. There is so much detail
and chaos in the real world that it can be challenging to re-create it convinc-
ingly in 3D because we aren’t lucky enough to have object collision detection
and physics when staging our scenes. In reality, the rock would simply com-
press the clover, but in a 3D world that just doesn’t happen.
I remember seeing a character holding a bunch of balloons done in Maya on
the front of Computer Graphics World magazine. While the character was great,
the string from the balloons was penetrating her fingers. Now I don’t know
about you, but I imagine that would be painful. It undermined the entire
image, making it look artificial and sloppy. There is nothing more important to
photorealism than attention to detail. Therefore, when creating our natural
worlds we need to be conscious, of how the objects interact.
The optimal method for blending objects into ground covers is to delete the
ground cover beneath the object you are adding to the scene. Of course, this
isn’t always as easy as it sounds. The problem lies in the complexity of natural
environments. If we knew the exact placement of the rock in the scene and the
ground cover beneath it, we could simply delete the clover under the rock. Of
course, that would work only if the clover in our scene is one object since we’d
need to know where on the clover the rock is to be placed.
Okay, so our world is never perfect and a single ground cover would be sim-
ply far too large an object to be manageable. What’s the solution? Well, we’ll
need to be a bit creative. We build scenes with pieces, and we don’t usually
know their exact location until we bring the scene together. The rock may need
to be moved around to accommodate other objects in the scene. We‘re also
using tileable ground covers to save on system resources, so we now have a
situation where the rock could land over one of several tiles, if not a few of
them simultaneously It’s really starting to get complicated. Fortunately, there
is a simple solution that involves a bit of ingenuity and the ability to export
models.
Most 3D programs will allow you to export a model in the newly transformed
position. That means you can save the object with the new scale, position, and
rotation. For example, our clover tiles have been moved and rotated. Saving as
transformed allows us to save the object in this position, rather than the origi-
nal one when it was loaded. This feature is useful because we can load the
rock, position it over the clover, and then export it and the clover tiles it covers
to be edited. Let’s see how we use the export-as-transformed feature to blend
objects with ground covers.
1. The first thing we need to do is create our clover patch. Load the Clover-
Patch object into your rendering program, make three copies, and position
them around the first tile as you saw in the previous example, rotating the
copies each time. Be sure to overlap the tiles a bit to remove the gap.
2. Now we’re ready for some fun. On the companion CD-ROM, you’ll find a
rock.3ds object in the chapter4 folder. Load this object into your scene as
shown in Figure 4.26.
3. This object is unsurfaced but if you’d like to surface it you’ll find an image
map called rock.jpg in the same folder.
4. The next step is to place the rock so we can properly edit the clover tiles.
Basically, we want to place the object within the boundaries of a single tile
loading the rock.
because we don’t want to edit multiple clover tiles. The goal is to keep the
number of tiles we edit to a minimum to avoid using excessive system
resources. If we have the rock overlapping multiple tiles, we’re going to
significantly increase our editing work and reduce the system resources
because we’ll need to load several unique clover tiles. Of course, we won’t
always be able to contain the editing to a single tile, but we should always
try. For the purpose of this exercise we will be editing a single clover tile,
so let’s move the rock so that it’s in the middle of the upper right tile as
seen in Figure 4.27.
5. Now we need to save the rock and the tile beneath it in their current posi-
tion and rotation so we can edit them properly. First select the rock and
export it as a transformed object with the name rocktrans. Be sure to
change the file name so you don’t overwrite the original object. Now
export the clover tile beneath the rock as clovertrans.
6. Load both the rocktrans and clovertrans objects into your modeling pro-
gram. Then select the polygons below the rock as shown in Figure 4.28.
7. Now delete the polygons. You should have a hole like the one seen in Fig-
ure 4.29.
8. We now have a perfect hole for our rock. There won’t be any penetration
by the clover to make the image appear unrealistic. Figure 4.30 shows an
OpenGL preview of the rock and clover combined.
Positioning the rock.
9. Now we need to do a little trickery to make the clover work for us. There
are a number of problems when saving an object transformed. The main
problem is the surfacing will no longer match because the object has been
changed. This isn’t a problem with our clover since we have a simple pla-
nar map, which isn’t fixed to any particular detail on the clover. We’re fine
on this front, but what if the texturing was fixed to specific details on the
model? Well, morphing would normally work, but it won’t in this case
because we have changed the point count of the new clover tile. This
means we’ll have to manually place the new clover tile in the original posi-
tion so the surfacing will work properly.
10. This is easily accomplished by loading the clover object and using it as a
template for positioning the new clover tile. Go ahead and load the clover
object. You should now see both clover objects as seen in Figure 4.31.
11. You can see we aren’t too far off from the original position and rotation.
Since the new tile was rotated 90 degrees clockwise originally, we’ll need
to rotate it 90 degrees counterclockwise to get it back to normal. Then we
need to position it directly over the original as shown in Figure 4.32.
12. Great, now save the object as cloverrock.
13. The next step is to replace the clover object in the upper right corner of our
scene with the one we just saved. Most programs have a replace object fea-
The rock and clover combined.
ture. If yours does, simply select the clover tile in the upper right corner
and replace it with the cloverrock object. If you don’t have a replace object
feature, you can load the cloverrock object, rotate it 90 degrees clockwise,
and place it directly over the clover tile in the upper right corner. Then
select the origin al clover tile beneath it and delete it. You should now have
a scene similar to the image in Figure 4.33.
14. Do a test render to see if the new clover tile works properly. You should
have something similar to Figure 4.34.
Now that’s more like it. The clover flows naturally around the rock without
penetrating it. While it was certainly more work than merely dropping the
rock in the scene, it definitely looks more realistic. If we are to achieve realism,
we are going to have to get used to detail work. It’s what separates 3D from
reality. Figure 4.35 shows a great example of an object sitting in the middle of
ground cover tiles.
Notice how the ground cover flows around the rock but not into it. The depth
achieved by having objects pop out of ground cover is extraordinary. Not only
is it visually intriguing, but it’s also a major touch of reality. Of course, the
objects that penetrate ground covers don’t always have to be as simple as a
rock. In fact, take a look at the image in Figure 4.36.
The new clover tile place in the scene.
Here we have Grumpy the Goblin warrior riding his Komodosaur. They are on
a Troll hunt in the rain forest of the great Goblin Island in Lake Victoria in Tan-
zania, Africa. Goblins aren’t big fans of Trolls. In fact, they are constantly at
war. You see, Goblins like to use the baby Trolls as weapons. They strap them
to the ends of sticks. Now I know you‘re thinking that’s cruel, but have you
ever seen a baby Troll? Well, they aren’t exactly the sweetest babies you’ll
meet. In fact, they are downright tenacious little critters that bite everything in
sight, which makes them a great weapon, particularly since they bite Trolls. Of
course, the Trolls aren’t thrilled by the Goblins stealing their babies so they go
to war with them frequently.
If you take a close look at Figure 4.36 you’ll notice the leaves on the vines are
pushed away from the Komodosaur’s legs and tail. It looks as if he has
stepped on the vines and they are pushed away. This effect was achieved the
same way as the rock in the clover. The Komodosaur and the vine tile were
saved as transformed. Then the vines were moved away from the Komo-
dosaur’s legs and body. In this case the ground cover wasn’t deleted because
the object penetrating it is merely temporary. The rock was a permanent
obstruction, so the clover needed to be removed since it wouldn’t grow under
it. Our Komodosaur is just passing through, so the ground cover wouldn’t be
removed but compressed and pushed away. Not only is it more natural, but
the effect of the leaves pressing up against the Komodosaur’s body is awe-
some. It really adds depth to the scene.
This image also shows another great detail not seen in many 3D images, mul-
tiple ground covers. Notice how there are both vines andclover on the ground.
Then it was manually cloned and rotated to create a square tile of vines shown
in Figure 4.38.
It certainly looks more complicated now doesn’t it? Actually it’s more com-
plicated to make than a clover tile since you need to make sure the branch
doesn’t penetrate anything. It’s a fairly obvious detail of the vine, so special
care needed to be taken to prevent penetration. Each of the vine segments was
manually rotated for precision. They weren’t grouped and cloned like the
clover.
As you can see, it’s not at all difficult to create amazingly complex ground cov-
ers. All it requires is a bit of patience and some attention to detail, which are
the two main ingredients of 3D photorealism. If you have patience and pay
attention to detail, the rest is purely academic.
Well, there you have it, incredible depth with tileable ground covers. It’s truly
amazing how much detail can be added with a simple tileable ground cover. It
turns an image from ordinary into extraordinary. They are perfect for close-up
shots, and they make a distant shot even more extraordinary. Of course, there
is a point where they are completely unreasonable. You certainly don’t want to
use them when you would require more than ten of them to complete a scene.
An g greater and you’ll truly test the limits of your computer. Remember,
each polygon you add is that much more to be rendered. In their defense I will
say they really don’t add too much to the render time in most programs. Most
of the examples in the chapter were rendered in less than 30 minutes on a Pen-
tium 200, and we’re not talking Pentium II, either.
Now that we have an understanding of ground covers, how to create them,
and where they should be used, we’re ready to explore the finer details of
adding chaos to them and other objects in natural environments with dis-
placement maps. You’d be surprised at how easily you can add incredible real-
istic detail to 3D scenes with displacement maps. Of course, before we jump
into the next chapter, why don’t you take some time to experiment with your
own tileable ground covers? The possibilities are literally endless. You might
even try your hand at pine needles.
e-creating the chaos of nature can be challenging, particularly when creating
dense areas of repeating objects such as ground covers, grass, and weeds. The
last thing we want is a scene full of identical clones. No matter how we may
size, rotate, and move the objects they will still look painfully similar. Mother
Nature just isn’t that linear. Of course, we can create several variations of the
objects, but that will take more time, eat up system resources, and likely frus-
trate us. We certainly don’t need to make the task of re-creating reality more
tedious, it’s difficult enough as it is. So what’s the solution? It’s simple, really:
Use displacement maps to add natural chaos.
Displacement maps are the most neglected resource in 3D imaging. Tradition-
ally, they have been used to create terrain and sometimes the occasional detail
on a NURBS creature model, but they have many more uses, particularly when
mirroring the chaos of nature. Displacement maps can be used to make the
flow of detail irregular on a ground cover and even twist the leaves of a bush
in various angles to make it more naturally chaotic. They can even be am-
mated to create awesome effects like grass blowing in the wind.
In this chapter we’re going to explore a number of ways to use displacement
maps to make our images photorealistic. Let’s start by taking a look at how we
can use them to add natural chaos to ground covers.
In Chapter 4 we covered the technique for creating tileable ground covers. Now
we’re going to take a look at how the ground covers can be improved
displacement map. You see, most times manually creating a tileable ground
cover is perfect for scenes where you don’t have any natural elements that affect
the ground cover, such as wind or creatures. Remember how we discussed the
Komodosaur scene in Chapter 4, “Creating Tileable Ground Covers?” The
Komodosaur was tromping through the vines, compressing them and pushing
them aside. The vines were manually edited to move them out of the way so
they wouldn’t penetrate the Komodosaur’s legs, but what do we do when the
Komodosaur has left the scene? What happens to the ground cover when a crea-
ture has passed through and trampled it? Well, we need to move it around to
show the chaos added by the creature or creatures that have passed through.
This is where the displacement map becomes a necessity We could manually
edit the ground cover, but that would take too long. The displacement map
allows us to quickly add chaos without much work. Let’s take a look at how we
use a displacement map to make ground covers appear more natural.
Before we apply the displacement map we need to create a ground cover. There
are many we can create, but grass is the one ground cover that is impacted the
most by environmental changes. It’s very fragile and lightweight, ike vines
or jade plants. It’s also a tall ground cover, which means it will be affected by
the wind and creatures. Pine needles and clover are light ground covers, but
they are too low to the ground to be affected by wind, and they don’t show
much change when stepped upon, unless they are squashed, which is some-
thing we will explore later in this chapter. For now, let’s take a look at how we
create a tileable grass object.
1. The first step is to build a single blade. This is an important step since a
blade of grass is relatively unique in its shape. You’ll find most 3D grass is
nothing more than a completely flat plane that ends in a point. That’s a
great starting point, but we need to add much more detail if we want it to
appear realistic. Start by creating a flat plane on the z-axis with four verti-
cal segments and two horizontal segments. Then select the three points at
the top and weld them together to make a point. Using your drag tool,
taper the base of the blade as shown in Figure 5.1.
In Figure 5.1, A shows how the tip should appear, and B shows how the
points along the blade would be staggered horizontally to make the blade
asymmetrical. While there will be many blades of grass in the tile, we don’t
want them to appear symmetrical since that doesn’t happen in reality.
Every little detail counts.
.I Creating the blade of grass.
2. Now we need to add some depth to the blade by selecting the four points
in the middle of the blade and pulling them back to create a canoe shape
as shown in Figure 5.2. This is the most important step in creating grass
since it adds more depth to the object. Remember, the more depth, the
more realistic the object. A perfectly flat blade of grass is unrealistic.
While it may fool you at first glance, it won’t hold up under close inspec-
tion.
3. Now we need to add the final detail to the blade, a curvature. All blades of
grass have a slight curvature to them, which is important to incorporate so
the grass appears natural. Using your magnet tool, pull the center of the
blade backward in the X viewport. You should now have something simi-
lar to Figure 5.3.
Adding depth to the blade.
Subdivision multiplies the mesh density and smoothes the details simulta-
neously. Different programs offer different subdivision setting. For this
exercise you can simply apply the default setting to create the mesh shown
in Figure 5.6.
You’re probably wondering why we didn’t just start off with a higher-
density mesh instead of subdividing it. If you take a close look at the mesh,
you’ll notice small clumps on the mesh where the point density is greater.
This is created by subdivision. If we simply started off with more points
and skipped the subdivision, our point distribution would be too even.
The subdivision created nice, tight clumps of points, which will result in
chaotic clutches of grass when we clone the blade. Speaking of cloning,
let’s do it now.
The reference cloning features in programs vary widely. For the most
part, they clone the object based on the shape and density of the mesh in the
background object. Some allow you to specify the number of clones, while
others clone based on the points in the reference object. Either way is fine,
though this exercise makes use of the point-cloning method since it will
create the tight clumps of blades. One thing you should do, regardless of
which program you use, is move the axis for the blade to the very bottom
of the object since this will be the reference point for the cloning. If the axis
Subdividing the mesh.
was in the middle or top, the blade would rotate out of the ground when
we applied the randomizing setting for the cloning function.
7. To make the clones select the blade and either use a scatter function and
specify 5000 clones or use a point-clone function. In either case you’ll need
to select the jittered plane as the reference object. You will also need to enter
some setting to add chaos to the blades. We want them rotated at different
angles so they won’t appear too organized, so enter the following values:
Y Rotate: minimum 0, maximum 360
X&Z Rotate: minimum -25, maximum 25
Size: minimum 1, maximum 1.3
Your settings may vary, so you might need to do a little experimenting to
get the right look. After the cloning is applied, you should end up with 5000
chaotic blades of grass as seen in Figure 5.7.
8. Now save the object as grasstile, and we’ll move on to the displacement
effect exercise.
It looks pretty realistic already doesn’t it? Notice how the blades are rotated
randomly. This really helps to create the illusion of reality since grass tends to
grow in all directions.
The completed grass tile.
were walked upon, since there would be waves in the grass where it was
compressed and didn’t pop up to the vertical position. It’s the same effect
we see in shag carpets. When you look at the carpet there will be dark
patches where the fibers are bent down. This is what we need to see in the
grass to make it realistic. The grass in Figure 5.8 doesn’t show these dark
patches, so we need to add a displacement map to create them. The size
and depth of the wave depends on the movement over the grass. While this
grass looks great, it doesn’t show any movement through it. We need to
add a subtle fractal noise displacement to create movement waves.
5. Select the first grass tile and add a fractal displacement to it. Set the size to
l/10 the width of the grass tile. For example, I have a tile that’s 100 cm wide
so I set the fractal noise to 10 cm on the x-, y-, and z-axes. The strength set-
tings of your displacement effects may vary. Typically, they are based on
physical measurements. We want to apply a small displacement to the
grass so it looks traveled but not trampled, so set the displacement value to
10 percent of the grass height. My grass is 20 cm tall so I set the displace-
ment to 2 cm, which means the grass will be compressed to 10 percent of its
height in random places, as seen in Figure 5.10.
6. Now that’s more like it. Notice the variations on the top of the grass. It def-
initely looks like something has jostled the grass about. Now let’s do a test
render so we can see the difference our displacement map has made. Figure
5.11 shows a render of the displaced grass.
The displaced grass.
7. Before we move on, let’s save this scene file so we can come back to it later.
Save the scene as grass, and save all of the objects to make sure we don’t
lose my of the surfacing we’ve done.
Look at the subtle dark areas around the middle of the patch and in the upper
right corner. These are fabulous little details that give the illusion of movement
through the grass. We are used to seeing the subtle color shifting of grass in
reality, so we need to replicate this variation in our 3D images to make them
realistic. While we may not stop to contemplate the origin of the color shifting
in the grass, we will most certainly notice if it’s missing in a 3D image.
Take another look at Figure 5.11, and you can also see many of the blades are
bent farther over, giving the impression that something had pushed them
down. The effect is subtle, but it makes a big impact on the photorealism of the
image. Remember, it’s the small details that make an image realistic.
Okay, so now we have some very realistic grass, but it’s still a bit common.
Displacement u-taps are great for adding the uncommon details, too, so let’s
see if we can tell a storywith the grass. A story? Yes, the displacement of the
grass tells us what has happened, or at least gives us a general idea. For exam-
ple, if a couple of puppies were wrestling on the grass, it would be heavily
compressed in some areas. It takes grass a while to spring back to its normal
position, so we can expect to see major waves in the grass after a puppy
brawl. Fortunately, this effect is extremely easy to create with a fractal dis-
Figure 5.11: The rendered displacement.
placement. Let’s modify our displacement map to create the puppy power
aftermath.
To create the major displacement we can simply modify the existing displace-
ment settings. We want the grass to be heavily compressed in random places,
but we have to be careful not to displace the grass too much. If we use a setting
that’s too large, we’ll end up burying the grass under the ground plane. Find-
ing the right value requires a bit of experimentation. The best value to use for
our pummeled grass is l/4 the height of the grass, or 5 cm in the case of
grass. This will compress portions of the grass without pushing it through the
ground. Figure 5.12 shows how the grass looks with the new displacement
applied.
It looks awesome doesn’t it? Notice how the grass is compressed with a circu-
lar sweeping motion, with radical changes in direction. That’s the beauty of
using a fractal displacement. This effect couldn’t be achieved with a displace-
ment map because they are only two-dimensional. The fractal displacement is
e-dimensional, so it moves the grass down and forward. It’s like having a
3D ball pressing the grass down.
The pummeled grass.
Image map displacements are perfect when you want modify an object on two
dimensions. For example, if you wanted to put a ball in the middle of the
grass, you would want to use an image map displacement to press the grass
down under the ball. In Chapter 4, “Creating Tileable Ground Covers,” we
placed a rock in clover by deleting the clover under the rock. Deleting the
clover made sense for an permanent object, but the ball is only temporary, so
we need to compress the ground cover, not delete it. This is where an image
map displacement is perfect. It will compress the grass on the y-axis, which is .
all we want. If we don’t compress the grass, we’ll end up with blades pene-
trating the ball, which is very unrealistic. Just take a look at the image in Fig-
ure 5.13 to see my point.
Not very convincing, is it? While the grass and the ball look realistic, they are
compromised by the fact they penetrate each other. This is a common problem
in most 3D images, but the solution is very simple. All it needs is a displacement
image map to depress the grass. Speaking of making a depression, let’s look at a
scenario that requires a displacement image map.
Let’s assume that Goblin babies have been playing lunch ball in a field of
grass. The grass would be chaotic, very similar to the chaos created by the
wrestling puppies. Let’s also assume the Goblin babies have gone off to eat
lunch or terrorize their mothers. Now all that remains from their game
is chaotic grass and a lunch ball in the middle of the field. We already have
the chaotic grass, but now we need a depression under the lunch ball. Let’s
1. The first thing we need to do is size the lunch ball to the scene. You’ll find
an object called lunchball.3ds in the chapter5 folder of the companion CD-
ROM. Load this object and the ground plane from our grass scene into your
modeling program. Position the ball on top of the ground plane and size it
as shown in Figure 5.14.
2. Now save the lunch ball object and load it into your grass scene. The next
step is to create a painting template for the displacement map. This is
accomplished by doing a screen capture from the y-axis in your modeling
program. While we could have rendered an orthographic view, the screen
capture is quicker and easier. A render is unnecessary since we aren’t con-
cerned with specific details but rather with the placement of the ball over
the grass. Once you have done a screen capture, create a new file in Photo-
shop (or whatever painting program you are using) and paste the screen
capture in the file. Now crop the image to the edge of the grass object as
shown in Figure 5.15.
3. The next step is fairly simple. Add a new layer, then select the marquee
tool, set the shape to elliptical, and make a selection that encompasses the
lunch ball. Now feather the selection with a feather radius of 20 pixels.
Now fill the selection with black, and you should have something similar
to Figure 5.16.
4. Notice how the black spot is solid in the middle and fades on the edges.
This will create a curved depression in the grass, roughly the shape of the
ball. The last step is to add a new layer beneath the current layer and fill
it with RGB 65,65,65. This is a fairly dark gray, which is necessary to pre-
vent the displacement from being too exaggerated. If we filled it with
white, the displacement would be extreme, pushing the grass though the
ground. It takes a bit of experimenting to get the right shade of gray. By
now, you’ve probably noticed there is a great deal of tweaking involved
with creating photorealistic detail. Creating 3D photorealism requires a
good amount of patience and a commitment to the details. Perfection
doesn’t come easy.
5. At this point you should have the completed displacement map shown in
Figure 5.17.
6. Now save a copy as grassdisp.jpg, and load it into your rendering program.
Creating the depression ring.
Now it’s time to test the effect of our displacement image map. Perform a test
render, and you should end up with something similar to Figure 5.18.
Very nice! Notice how the grass is depressed around the perimeter of the ball,
as if it had landed in this spot. It’s a very realistic effect, and it only took a few
minutes to create. It’s much better and far more realistic than the image in Fig-
ure 5.13.
Image map displacement maps are a very powerful tool for creating natural,
photorealistic effects. They can do just about anything. You can create foot-
print depressions, tail trails, dents for fallen fruit, and countless other uses.
They are easy to create and take only a few minutes to apply.
Now that we have a handle on the two types of displacement mapping, let’s
take a look at the real power of the displacement map: animation.
Using displacement maps for animation is essential when you want to create
subtle natural effects such as a breeze blowing grass or leaves shuttering in the
trees. You can animate both fractal-noise and image map displacement maps,
although using the fractal noise variety is easier since you won’t need to cre-
ate an animated image map sequence, which can be quite complicated. Let’s
The grass with ball depression.
take a look at how fractal-noise displacement can be used to animate the grass
we created earlier in this chapter.
3. Let’s have the wind blow along the z-axis at 3.3 cm and .5 cm in the x- and
y-axes. And that’s really all there is to it. Well, there is always some tweak-
ing to find just the right distance for the displacement to travel, but it usu-
ally only takes a few minutes to nail down.
Now let’s do a test render of 60 frames and see how well the grass blows. In the
chapter5 folder of the companion CD-ROM you’ll find a movie file called
grass.mov. This is a 60-frame, 2-second test I did with my grass. Load this file
and take a look.
Not bad. Notice how the grass is waving in the wind, but not blowing back in
a single direction. That’s the beauty of a fractal displacement. It affects the
object on all three axes, creating very convincing effects. The same technique
can be used to animate the leaves blowing in a tree and even the branches.
One of the most frequent surfaces we see in 3D images is rust. Why? Simply
because it’s fascinating. We seem to have an obsession with making everything
old and rusted. One reason is that new surfaces look plain and ordinary. They
aren’t much to look at. On the other hand, rust is very interesting and holds
our attention because of its range of earth tones and the total chaos of its tex-
ture. Of course, if we want the rust to appear realistic, we’re going to have to
do it right, meaning we must pay strict attention to the details of rust. For
example, its foundation is a chaotic fractal texture, with layers of smaller color
shifting on top and crowned with a random bumpiness. Therefore, to accu-
rately re-create rust, we’ll have to paint it the same way. Let’s get our hands
dirty by painting a rust texture.
EXERCISE: PAINTING RUST
1. First, open your painting program and create a new file that’s 1,024 x 1,024
pixels.
2. Set the background color to white and the foreground color to RGB 86,53,
13, and then fill the background layer with the foreground color, which is
the base color of our rust.
3. Now you need to add the initial fractal texture that is the foundation of
rust. To do this you’ll use the Render Difference Clouds filter. This filter
uses randomly generated values that vary between the foreground and
background color to produce a cloud pattern. Difference Clouds blends
the cloud data with the existing pixels in the same way that the Difference
mode blends colors. The first time you choose this filter, portions of the
image are inverted in a cloud pattern. Choosing the filter repeatedly cre-
ates more exaggerated cloud effects, with radical differences. The white
background color will give you some chemical-looking fractal clouds,
which resemble the pattern of growing rust corrosion. Before you apply
the filter, create a duplicate’ layer and name it corrosion. Now select the
corrosion layer and apply the Difference Clouds filter a single time. You
should now have something, similar to Figure 6.1. Your results will vary
from what you see in Figure 6.1 because the filter effect is completely ran-
dom. Don’t worry, what you have will do just as well.
4. You now have a basic cloudy texture, which is the start of our rust. Don’t
pay any attention to the colors-they don’t matter at this point. For now,
all we are concerned with is the texture pattern. We have a good founda-
tion, but we need to add more chaos to mimic the growth of corrosion, so
apply the Difference Clouds filter another time. You should now have
something similar to Figure 6.2.
5. As you can see, we are starting to show some hot spots in the texture.
These are the areas of extreme corrosion in our rust. They are the points
where the rust began and is growing outward over the surface. Our corro-
sion still isn’t severe enough, so do one final pass of Difference Clouds to
create the texture chaos seen in Figure 6.3.
6. Okay, now we’re getting somewhere. We now have several points of
extreme corrosion and a chaotic background showing varied levels of rust.
But you have a bit of tweaking left to do before your rust is complete. The
next thing you need to do is change the color of the corrosion, so duplicate
the brown background layer and move just below the corrosion layer.
Now select the corrosion layer and set it to Soft Light with an opacity of
100 percent. This changes the colors of the corrosion layer to a reddish
brown as seen in Figure 6.4.
7. The next step is to merge the corrosion layer with the new background
layer. Be sure to deselect the actual background layer so it isn’t merged
with the other two.
8. Now you need to add the speckled flecks we are accustomed to seeing on
real rust. These are the areas where the corrosion has been oxidized. These
flecks vary from nearly white to very dark brown. To create the flecks we’ll
The corrosion created by the final pass of the Difference Clouds filter.
14. Now that you have a completed corrosion bump, you need to combine it
with the flecks layer to create a rough bump texture. First, make a copy
of the flecks and bump layers. Now move the flecks copy layer beneath
the bump copy layer. Then select the bump copy layer and change it to
luminosity and keep the opacity at 100 percent. Now merge the bump
copy with the flecks copy layer, and name the new layer corrosionbump.
Finally, you need to convert it to grayscale so you can use it to modify
your rust texture. Use Image/Adjust/Desaturate to convert the new cor-
rosionbump layer to shades of gray. You should now have something
similar to Figure 6.10.
15. Now move corrosionbump layer above your flecks layer and set it to soft
light with 100 percent opacity. You should now have the corrosion layer on
the bottom, with the flecks layer in the middle and the corrosionbump
layer on the top. The combination of these three layers creates the rust tex-
ture seen in Figure 6.11.
16. Now that’s a realistic rust texture. Notice the strong color variations, hot
spots of corrosion, and flecks of oxidation, all on top of a crusty texture.
But even though this texture looks great, it’s still too uniform. What I mean
is that the bump texture is too linear. It needs to have areas of larger bumps
to break up the consistency of its texture. To accomplish this, we’ll modify
the bump layer. First, select the bump layer and convert it to grayscale by
Adding flecks to the corrosion bump.
22. Now open the Image/Adjust/Levels panel and apply the following set-
tings:
Input levels: 56,1.00,149
Output levels: 0,255
This will make the contrast between the light and dark regions of the
image more pronounced, as seen in Figure 6.15.
23. s looks pretty good, but we want to make the contrast even greater
between the light and dark regions, so open the Brightness/Contrast panel
and set the contrast to +40. The result is shown in Figure 6.16.
The difference won’t be really obvious, but it will make an impact on the
final effect of this bump map. Adjusting the contrast has sharpened the
Adjusting the levels of the bump map image.
mastered rust, we can use the same techniques to create specific areas of rust
on objects, such as a rusty joint on a car door or possibly rust running down
the side of a drainpipe. Let’s take a look at how we create specific areas of rust.
Creating patches of rust is actually quite simple. In fact, we can use the rust
texture we just created to apply the unique areas of rust to objects. Let’s take a
look at how we can apply rust to only the lower part of the oilcan using our
seamless rust texture.
EXERCISE: CREATING RUSTY PATCHES
1. Open your painting program, and load the oilcan.jpg file located in the
chapter6 folder on the companion CD-ROM. This is a cylindrical image
map for the label of the oilcan, which you can see in Figure 6.18.
2. We’re going to add rust to the bottom of this oxidized metal texture using
the rust image map you created earlier in this chapter. Load the rust.jpg
file, and select the entire image. Now select Edit/Define Pattern, which
creates a pattern from the image that you can use as a fill. Select the oil-
can.jpg image, and add a new layer named rust. Now fill the new layer
with the pattern you just defined.
You should now have a layer of rust similar to the one shown in Fig-
ure 6.19.
The oil can image map.
3. This rust looks great by itself, but it’s too colorful for the oilcan.jpg image
so you’ll need to reduce the color. Select Adjust/Hue/Saturation and set
the saturation to -50, which corrects the color levels, but we need to mod-
ify the colors a bit since they are too orange. Select Adjust/Variations, and
click once on More Cyan once. This will soften the reds in the rust and
make them more compatible with the faded oilcan texture.
4. Okay, now you need to create the selection area for the rust on the lower
portion of the can. Using the lasso tool, create a selection with a squiggly
9. The white area of the alpha map will be 100 percent opaque, while the
black portion is 100 percent transparent. This will filter out the bump map
over the oilcan metal texture. Now save the file, and then save a copy as
oilcanalpha.jpg.
10. Now it’s time to test your creation, so open your rendering program and
load the oilcan scene you saved earlier. Then load the following images,
oilcan.jpg, oilcanrust.jpg, and the oilcanalpha.jpg image.
11. Now select the label surface and replace the rust.jpg image with the new
oilcanrust.jpg image. Keep the same mapping coordinates, but set the
wrap amount to one instead of two. Repeat this same process for the bump
and diffusion channels. When you get to the second layer of the bump
channel, keep the rustbump.jpg image but set the wrap amount to one.
Then apply the oilcanalpha.jpg as the alpha map.
12. You now have the surfacing completed for the label, but you also need to
update the cap and oilcan surfaces. This is simple. Just replace the rust.jpg
image with the oilcan.jpg image. Then delete the rustbump.jpg image in
the bump channel on both surfaces. You don’t want the oilcan metal to be
rough and bumpy. We’ll save that effect for the rust.
Let’s do a test render to see the results. You should have some g sim-
ilar to Figure 6.24.
Excellent, the rust around the base of the can looks perfectly natural. Notice
how the rust is very rough, yet the can has a softer bump. This is the result of
using the alpha map to filter the rustbump.jpg image on the bump channel.
As you can see, creating specific areas of rust is rather simple now that we
have a seamless rust texture. In fact, you’ll never have to worry about adding
rust to objects anymore, just load your rust texture and get to work.
Well, you’ve mastered the fine art of creating rusty textures, but there are
many other types of textures in nature that we can explore. One of the most
common is botany. Plants have a great deal of chaos, and specific chaos at
The rusty oil can.
that, so they can be quite challenging to create. For example, a leaf is more
than a simple shade of green. In fact, it’s several shades of green. Botany is lit-
tered with chaotic color changes, but the chaos is organized. Unlike rust,
botany has very organized chaos, with the color changes occurring in specific
locations on the leaf. Let’s take a look at how we create the organized chaos of
botany.
Let’s take a look at each of the details and examine their significance.
DETAILS OF A HEA LEAF
A. Darker outside . On a healthy leaf, we’ll see lighter colors in the center,
closest to the source coming from the veins, and darker areas on the
outside edge farthest from the water supply The outside edges of the leaf
will age faster.
stalk. The stalk of a healthy leaf is a consistent light tone. The
are also a lighter tone, though they fade to the color of the leaf
blade as they extend towards the margin.
margin. The margin of a healthy leaf is smooth and free of notches,
which are typically created by feeding insects.
D. Slight margin browning This is an optional detail of a healthy leaf. Even
though the leaf is healthy there may be areas of slight browning on the mar-
gin. It’s always a nice detail to add so the leaf has more character.
As you can see, a healthy leaf is fairly clean, with few blemishes and a rather
consistent tone. They are typically shades of a single color, or monochromatic,
though there may be some yellowing of the leaf if the plant is provided too
much or too little water.
Now that we have a handle on healthy leaf details, let’s take a look at an unfor-
tunate leaf, shown in Figure 6.26.
Let’s take a look at each of the details of an unhealthy leaf.
An unhealthy 3D leaf.
3. Create a new layer above the basecolor layer and name it bump. Now fill
the layer with 50 percent gray and set the opacity to 75 percent. You should
now have a cloudy template like the one shown in Figure 6.28.
4. The reason you filled the bump layer with 50 percent gray is because it rep-
resents ground zero of a bump map. It’s right in the middle of the
grayscale range, so it will be the neutral altitude for the bump. While there
are many ways to create a bump map, the most versatile and fastest is to
use the dodge and burn tools to change the tint of a bump map layer filled
with 50 percent gray. This way, you don’t need to keep swapping colors
and will have a more precise control over the effect. Of course, you need to
see your leaf template, so set the opacity to 75 percent so you can barely see
the template. You don’t need to see much, just enough to know where you
are painting.
5. Now you’re ready to begin painting the bump map. Start by selecting the
toning tool, then select the dodge tool from the Toning Tool panel and set
the tool to midtones with a 40 percent exposure. Now create a 21-pixel
brush with a hardness of 0 percent. Starting at the tip of the leaf, make a
stroke down the center to create a bump for the stem, stopping when you
reach the end of the blade. Now do another stroke over the first one to
make it more prominent. The white line will be very faint with the opacity
set to 75 percent, so you’ll need to frequently change the opacity to 100 per-
The leaf painting template. The bump map layer.
cent to see what you’re doing. Go ahead and do it now. You should see a
thin white line similar to the one in Figure 6.29.
6. This is a good start, but you’ll need to modify this line for it to appear nat-
ural. It needs to be wider at the base, so select a 27-pixel brush and make
several strokes on the lower third of the line. This will fatten the base, but
you still need a more rounded look to the stem, so select a 16-pixel brush
and make four strokes down the center of the stem. This created a lighter
line down the center as shown in Figure 6.30.
That’s much better. You now have a well-rounded stem running up the
middle of your leaf. As you can see, it’s very easy to create the elevated
The stem bump. Rounding the stem.
bump details by simply making several passes over the detail, using a
smaller brush each time. This is how we will complete the rest of the bump
map. In fact, let’s continue by creating the first lateral vein.
7. Set the opacity of the bump layer back to 75 percent. With the 16-pixel
brush still selected, create a short stroke to the right side of the stem to cre-
ate a lateral vein. Now make two more strokes over the first to lighten it,
then select a II-pixel brush and make several more strokes until you have
something similar to Figure 6.31.
8. Great, now you have the. first lateral vein, but the tip of the vein is too
rounded, which will make the effect unnatural. To- correct this, simply
select the smudge tool, set the brush to normal with a 45 percent pressure
and select a 16-pixel brush. Now pull the end of the lateral vein outward
Creating the lateral vein. Sharpening the tip of the lateral
vein.
by making several strokes on the tip. Then make several strokes on the
outside of the vein, pushing inward to bring the vein to a point at the tip,
as seen in Figure 6.32.
9. That’s much better. A common flaw seen in most bump maps is rounded
ends of bump details. The smudge tool is the perfect choice for blending
the ends of bump details into the background color. Now that you have a
handle on the process of creating the lateral veins, let’s finish the veins by
making seven more on the right side of the stem, and seven on the left as
shown in Figure 6.33.
10. Now you’re getting somewhere! The leaf bump map is starting to take
shape. Of course, the veins aren’t complete yet. While this bump will raise
the veins fairly well, you need to sharpen it more to make the veins pop out
The completed lateral veins. Darkening the base of the veins.
abruptly from the surface. On a real leaf, the veins are very prominent; they
don’t gradually rise. There is a very simple trick for making high-altitude
bump effects really pop off the surface. Al you need to do is darken the
areas around the perimeter of the veins, which will lower this area, making
the raised area more prominent. To darken the base of the veins, select the
bum tool and set the pressure to 20 percent. Then select an II-pixel brush
and make strokes around the outside edge of the veins. Don’t stroke all the
way down the veins; just go half their length because you don’t want to
exaggerate the tips. The tips should blend into the blade of the leaf. When
you are done you should have something similar to Figure 6.34.
11. Great, now the veins are complete. The next step is to add some subtle
changes in altitude to the surface of the leaf. We’re going to raise the por-
Darkening the leaf margin. Creating the raised spots
between the lateral veins.
tions between the veins because they are still somewhat healthy but we’ll
lower the outside edge because it’s dying. Start by darkening the outside
edges. Set the opacity of the bump layer to 75 percent. Then select a 45-
pixel brush, change the pressure to 10 percent, and start making strokes
around the outside edge of the leaf. First create a consistent dark edge, and
then go back and add some dark spots randomly as shown in Figure 6.35.
12. Now select the dodge tool and pick a 16-pixel brush. The trick here is to
create a chaotic bump pattern for the raised portions between the lateral
veins. Basically, dab the brush down repeatedly between the veins to cre-
ate a cloudy spot, as seen in Figure 6.36.
13. You’re just about done with the bump map. All you have left to add is the
decay and erosion spots. With the dodge tool still selected, choose an 11-
Creating the random decay spots.
pixel brush and lay down some random white spots on the blade, making
concentrations of them along the outer edge as shown in Figure 6.37.
14. Now select the bum tool, set the pressure to 50 percent and start placing
random dots on the blade, creating random dense clusters on the margin.
Then set the pressure to 15 percent and place dots all over the blade as
shown in Figure 6.38.
15. Now that’s more like it, plenty of chaos covering the leaf. It’s already start-
ing to look like a realistic leaf, and you’re only painting in grayscale. This
is the power of high-detail image maps. They really add to the photoreal-
ism of the object. Now that we’re done with the bump layer, we can save a
copy as leafbump.jpg. The next step is to create the color chaos, which
starts with the bump map.
Darkening the veins. Figure 6.40 The modifier layer combined
with the base color layer.
16. We’re going to use the bump layer to modify the tones of the basecolor
layer, but first we need to modify the bump layer. We need to darken the
veins, so they don’t appear too light on the color layer. First, create a dupli-
cate of the bump layer and name it modifier. Then select the airbrush tool,
set the pressure to 20 percent and select a 45-pixel brush. Now paint over
the white veins on the modifier layer, as shown in Figure 6.39.
17. Now the veins won’t appear too bright when you combine it with the
basecolor layer. Speaking of which, set the modifier layer to soft light, and
make sure the bump layer is deactivated. You should now have a green
leaf like the one seen in Figure 6.40.
18. It looks good doesn’t it? You’re well on your way to a great looking color
image map. What we need to do now is create some color chaos, so add a
Adding faded green to the blade. Painting the veins.
new layer under the modifier layer named green. You want to stack the
new layers under the modifier layer, so they are affected by it. On the
green layer you are going to be painting some color chaos to make the leaf
more natural. Select the airbrush tool, set the pressure to 20 percent and the
color to RGB 71,81,54. Now paint broad strokes on the left and right sides
of the blade as shown in Figure 6.41.
19. You can see how the leaf is starting to come alive, or should I say dead.
What we need to do now is accentuate the veins with a rich, yellow green,
which shows they are dying from lack of water. Select a 16-pixel brush, set
the color to RGB 100,106,36, and paint strokes along the veins in the leaf.
You should end up with something similar to Figure 6.42.
Accentuating the veins. Darkening the margin.
20. Now you need to sharpen the veins a bit by adding the occasional
dark spots around them, similar to when we darkened the base of the
vein bump earlier. Set the brush color to RBG 68,73,25, and paint some
dark strokes randomly around the base of the lateral veins as seen in Fig-
ure 6.43.
21. Now the veins will stand out better. Before we move on to creating the
brown elements of the leaf, you need to add more green chaos in the form
of dots, scratches, and blotches. Let’s start with the blotches. Select the
burn tool and set the pressure to 20 percent. Then select a 20-pixel brush
and dab some dark spots around the outside edge of the leaf as shown in
Figure 6.44.
Adding scratches to the leaf. Adding specks to the blade.
22. Now select a 3-pixel brush and place some scratches on the leaf, starting on
the outside edge and running down between the lateral veins as shown in
Figure 6.45. These scratches will help to make the leaf look old, like it’s
been blown against a rough tree or even the other branches of the bush
where it hangs.
23. Okay, the last element for your green layer is some tiny dark spots to add
character. Select a lo-pixel brush and drop some random dots on the leaf
as shown in Figure 6.46.
24. Great, now we’re finished with the green layer. As you can see, creating a
photorealistic leaf requires a great deal of detail. You can’t skimp on detail
because it’s the backbone of realistic surfaces. Speaking of detail, we’re
now ready to add some brown chaos to the leaf. Create a new layer called
brown just above the green layer.
Adding some brown to the leaf. Adding light strokes between the
lateral veins.
25. Select the airbrush tool, set the pressure to 20 percent, and pick a 45-pixel
brush. Now set the brush color to RGB 97,88,50 and paint some brown
strokes around the outside edge of the leaf, with a few that come inward
toward the stem as shown in Figure 6.47.
26. Now set the brush color to RBG 144,140,67 and paint some light strokes
between the lateral veins as shown in Figure 6.48.
27. The brown layer is now nearly complete. All you need to do is add a bit
more chaos. First, lighten the color of your current brush a bit and drop
some random light splotches on the leaf as seen in Figure 6.49.
28. Okay, you have one last element to add to the leaf, and then we’ll be done!
Set the brush color to RBG 53,47,27, the size to 25 pixels, and the pressure
Adding the final dark spots.
to 25 percent. Now paint some random dark spots on the leaf as shown in
Figure 6.50.
29. Awesome, you’re now finished with the color of your leaf. Save the file, then
save a copy as leaf.jpg. As you can see, we’ve come a long way from the sim-
ple green leaf we had a few minutes ago. While it may seem like a great deal
of work, the results are certainly worth the time invested. Creating photo-
realism takes a heavy commitment to the details. No detail is too small to
skip. The more detail we add the more realistic the surface becomes.
Well, there‘s only one image map left to create before we can surface
your leaf, the clip map. You need to create a clip map so you can trim the
margin of the leaf to make it jagged. A smooth margin will most certainly
make the leaf appear artificial, no matter how well we surfaced it. The clip
map is relatively simple to create. What we’ll do is create a two-color, B&W
image map where the white portion represents the area we want to clip
and the black the portion we want to retain.
30. Add a new layer called clip just above the background layer. Now deselect
all layers except the background, clip, and modifier. Select the modifier
level and set the opacity to 50 percent so you can clearly see
below. Now select the clip layer and the lasso tool. Then draw a jagged
selection around the very edge of the template, making sure to cut into the
edge periodically. Be sure to refer to the dark areas of the modifier level for
places where the jagged edge will be most severe. Also, on the left side at
the top cut a deep notch into the leaf to make it interesting. When your
selection is complete, fill it with black. Then invert the selection and fill it
with white. You should now have a clip map similar to the one seen in Fig-
ure 6.51.
36. Finally to complete your leaf you need to apply the leafclip.jpg to the clip
channel as a planar map on the y-axis. This will create the natural jagged
edge on your leaf margin.
37. The surfacing is now complete, so do a test render to check the results. You
should have something similar to Figure 6.52.
You probably noticed that my leaf is bent. That’s because I used a morph tar-
get to position it. We’ll cover morph target surfacing in Chapter 7, “Morph Tar-
get Surfacing.” For now, let’s focus on the surfacing of your leaf.
Notice how detailed the leaf appears. We have plenty of surface chaos and a
nice crispy edge to make it even more dynamic. This is truly a photorealistic
leaf. Yes, it was a bit of work to create, but when you think about it, it really
wasn’t all that bad. It’s really a matter of incorporating the small details that
make digital botany so fascinating.
Well, we’ve now seen how to make both random and specific details for pho-
torealistic surfaces, both are really the same process. It’s a matter of observing
.52 The surfaced leaf.
Well, that does it for our exploration of creating surface details. I’m sure you
noticed the process is rather labor intensive. This is the commitment we have to
make if we’re planning to create photorealistic surfaces. Natural surfaces are
covered with small chaotic details, meaning we’ve got our work cut out for us.
Now that we’ve seen the hard work involved in surfacing natural organic
objects, let’s take a look at some time-saving tricks we can use to surface com-
plex organic objects. In the next chapter we’ll explore morph target surfacing,
which is the ultimate time-saver of organic surfacing. Let’s turn the page and
get started saving time.
urfacing organic objects can be a real nightmare because they have unusual
shapes that cause texture stretching when you apply image maps. It’s fairly
easy to surface objects that are generally planar, spherical, or cylindrical, but
what do we do when the object is completely chaotic? For example, take a look
at the tree in Figure 7.1.
Here we have a Goblin tree, which is actually a very basic tree with only a few
branches. Goblin trees are typically dead, which means they are frequently
bare, with only a few twigs at the tips of branches. Of course, in spite of their
nakedness, Goblin trees still present a surfacing challenge since they have a
number of branches that flow in all three dimensions. With such a chaotic
shape, how do we determine the proper surfacing technique? Well, typically
we have four image mapping methods to chose from: planar, spherical, cylin-
drical, and cubic. While these image mapping methods are ideal for a large
number of objects, they present a bit of a problem when surfacing organic
objects with chaotic details in all three axes. For example, planar mapping
won’t work for the Goblin tree because we’ll end up with vertical lines run-
ning through the horizontal branches, as shown in Figure 7.2.
Not a very realistic tree is it? While the model is photorealistic in shape, the sur-
facing has undermined its realism. The lines of the tree texture should follow
the flow of the branches, not intersect it as A indicates in Figure 7.2. Planar map-
ping also creates very unsightly stretch marks on the sides of the tree, which are
indicated by B. Okay, so planar maps won’t work. What about a cylindrical
map? Figure 7.3 shows the problems associated with a cylindrical map.
7.1 An organic tree.
Notice the unsightly stretch marks indicated by the arrows, which make the
tree appear like an obvious 3D object. While the patterns the cylindrical map
creates are interesting, they certainly aren’t photorealistic. What we need are
vertical lines that run up the tree and down the branches. Of course, that’s a
major challenge in 3D since our image mapping options are limited. Obvi-
ously, a spherical map won’t work either, since it will create texture stretching
as well. A cubic map is a great choice for organic objects, but in this case it’s no
better than a planar map. While the cubic map will eliminate the texture
stretching, it won’t remove the vertical lines intersecting the horizontal
branches. Even if we unwrapped the trunk mesh to create a painting template,
we are still faced with major surfacing hurdles. In fact, take a look at the
unwrapped painting template in Figure 7.4.
Rather convoluted isn’t it? While unwrapping serves us well for many objects,
it hasn’t helped much with the tree because the mesh is too chaotic in all direc-
tions and the details extend too far into each dimension. It would be very dif-
ficult to paint the tree based on this template since it hardly resembles a tree.
Unwrapping is typically best suited for a mesh that doesn’t have details that
extend deep into all three dimensions. For example, a creature head is a great
use of an unwrapped mesh template. Figure 7.5 shows a creature head, and
Figure 7.6 shows its unwrapped mesh template.
The unwrapped tree mesh.
In Figure 7.5 we have the head of a mole creature, an evil warrior from the
P-XG1 graphic novel. These are nasty ten-foot tall cybernetic creatures that are
completely blind, but have a keen sense of smell and can pick up on the slight-
est movement of air, which helps them defeat their enemies. Notice how the
details in the unwrapped mesh template in Figure 7.6 are easy to make out. We
can clearly distinguish where the eyes, nose, and mouth are located. This tem-
plate is easy to paint on with accuracy because the details are clear, but the
template seen in Figure 7.4 is far too chaotic to serve us. We need to paint lin-
ear lines running up the tree and extending down the branches if we want the
tree to appear realistic, and that just isn’t possible with the unwrapped mesh
template since the mesh is distorted.
Unwrapping a mesh won’t work, so we need to find a more creative solution.
Now, typically I would recommend separating organic models into multiple
surfaces and using planar maps to texture them, but that won’t work well on a
tree since there are countless branches in the most precarious positions. This is
where morph target surfacing becomes both necessary and a welcomed solu-
tion. Let’s take a look at how morph target surfacing works.
Notice how the branches are all folded upward to form a cylinder, which
means our cylindrical mapping will now work well. Finally, we surface the
folded model and then morph it to the original model, which is posed the way
we want it. The result is the perfectly natural surfaced tree shown in Figure 7.8.
Notice how the lines run vertically up the trunk and then down the branches
horizontally. Take a closer look at where the trunk splits at the top, and you’ll
see that the texture splits and runs up each segment naturally. This is the
power of morph target surfacing. It turns a seemingly impossible task into
something relatively simple to accomplish and with extraordinary results.
Let’s take a closer look at how the morph target surfacing is accomplished by
surfacing the Goblin tree.
EXERCISE: EDITING THE GOBLIN TREE FOR MORPH TARGET SURFACING
1. First Open your modeling program, and load the tree.3ds file located in
the chapter7 folder on the companion CD-ROM.
2. Now we’re going to fold the tree. This isn’t a complicated process, but it is
a bit tedious. Of course, the results are well worth the effort. Let’s start
with the top of the tree. Zoom in on the top where the tree splits. Then
select the polygons of the right branch and rotate them so they are vertical
in the z viewport as shown in Figure 7.9.
The result of morph target surfacing.
3. Now we need to rotate the branch, so it’s vertical on the x-axis. Okay, now
for some tedium: Repeat this process for each polygon segment going up
the branch until you reach the split at the top. The right branch should now
be vertical as seen in Figure 7.10.
4. Perform the same process on the left branch, stopping when you reach the
split at the top. You should now have something similar to Figure 7.11.
5. Now zoom in on the top of the right branch where it splits. Using the
same technique you applied with the larger branches, select the branch on
the right and rotate each polygon segment until it’s vertical as shown in
Figure 7.12.
6. Great, now repeat the same process for the branch on the left. When you
fold the branch on the left upright it should overlap the branch on the right
to create the appearance of a single branch, as seen in Figure 7.13.
Overlapping the branches is essential for the surfacing to work properly.
If we don’t make the tree a single tube, the texture will stretch across the
branches of the tree. We have to create a single tube to prevent surface
stretching. Yes, minor stretching will occur when the tree is morphed into
the original position, but it will be minimal compared to what we would
see if we didn’t make the morph object a single tube.
Figure 7.11 Making the left branch vertical.
14. Now select the horizontal branch and fold it upward and inward so it
overlaps the trunk of the tree, as seen in Figure 7.21.
15. Okay, the last step is to edit the trunk. Currently, it is a bit out of alignment,
which isn’t terribly bad, but we need it as close to vertical as possible to
prevent the texture from stretching at the top. If the tip of the tree isn’t
lined up with the base the texture will be stretched at the tip and base.
Move the points on the tree trunk so it’s lined up vertically, as shown in
Figure 7.22.
We’re done editing the tree. Now give the tree a surface named goblin-
tree, and save the object as treemorph.
Well, that wasn’t too bad. Yes, it was a bit tedious, but it’s really nothing more
than rotating all of the segments until the tree is a vertical tube. Now that we
have our completed morph object, we can surface it.
EXERCISE: SURFACING THE GOBLIN TREE
Load the tree object into your rendering program. Then load the goblintree.jpg
file from the chapter7 folder on the companion CD-ROM.
1. Now apply the goblintree.jpg image to the color channel as a cylindrical
map on the y-axis. Be sure to size the map so it fits the heights of the tree
Folding the horizontal branch upward.
6. Let’s go back to your modeling program and load the treemorph object you
just surfaced. Now, to make it easier to create a round base, create a simple
primitive disc as a template. Place the disc on a background layer or just
under the tree, then select your magnet tool and push the base of the tree
into a disc shape as shown in Figure 7.25.
7. Now save the treemorph object and replace the object in your rendering
program.
Resize your image maps to the new model and do a test render. You
should now have something like the tree in Figure 7.26.
That’s much better-not a stretch mark on the tree. We now have a realistically
surfaced tree, which is ready to be shaped. The only thing left to do is morph
the tree into our original shape. Let’s take a look at how this is accomplished.
EXERCISE: M O R P H I N G TARGET SURFACING
1. You now have a completed base object for your morph. What we need is
the morph target, which is our original tree. Before you load this object you
need to give it a unique surface name so it doesn’t overwrite your new sur-
facing. Load the goblintree.3ds object from the chapter7 folder on the com-
panion CD-ROM and assign it a new surface named neutral. Then save the
object on your local drive.
The corrected surfacing.
2. Now load the goblintree file into your rendering program and make it 100
percent invisible or dissolved. You don’t want this object to be visible in
your scene.
3. Next, select the treemorph object and set it to morph to the goblintree
object, with a morph value of 100 percent.
4. Now save the scene as goblintreemorph and do a test render. You should
end up with something similar to Figure 7.27.
Great looking tree! Take a close look at the tree, and you’ll see the lines flow
smoothly up the tree and then down the branches. This is a very natural look-
ing tree-well, it’s a bit bare, but you get the idea. Morph target surfacing has
turned a nightmare of a task into something that was relatively simple and
straightforward.
Morph target surfacing is a very powerful technique for surfacing complex
organic objects, particularly trees and bushes, which are typically the most
chaotic and complicated objects to surface. Of course, morph target surfacing
isn’t just for the ultra-complicated objects, it can also be used to surface sim-
pler objects with mild organic shapes.
7.27 The morph target surfaced tree.
There are two ways to surface simple organic objects: bones and morph tar-
gets. You can use bones to bend the object into shape or a morph target to
morph it into shape. Typically you’ll want to use morph targets, particularly if
you have a lot of objects to shape. The problem bones is that they are
resource hogs. They will slow you down quite a bit while they compute the
transformation of the mesh. On the other hand, a morph target is quick
because the points are simply moved to a new location. The program doesn’t
need to compute the new location of the points as it does with bones because
the morph target provides them. Therefore, morph target surfacing is the most
efficient means for surfacing simple organic shapes.
For example, if you wanted to surface a curved fallen branch, you’d need to use
morph target surfacing. Well, you wouldn’t have to use a morph target, you
could simply use bones to bend the branch, but that can be an unnecessary
resource drain and you would still need to morph the little twigs on the branch.
You are better off sticking to the morph target method. Of course, you would
probably want to bend the branch using bones and save the transformed object
as the morph target. Let’s take a look at how this is accomplished.
EXERCISE: USING BONES TO CREATE THE S
Start by loading the branch3ds object located in the chapter7 folder on the
companion CD-ROM into your rendering program.
1. Now place a bone at the base of the branch that is about 1/10 its lengh as
shown in Figure 7.28.
3. Now add nine new bones of the same size, each parented to the previous
one as shown in Figure 7.29.
4. Now rotate the bones slightly to create a curved branch like the one shown
in Figure 7.30. You don’t have to be very exact, simply rotate the bones to
create a naturally curved branch.
5. Give this object a new surface name, such as nosurface. Then save it as a
transformed object named bran&morph. This will save the object in its
new, bent position. We changed the surface name because we don’t want it
to affect the surfacing of our original object.
6. Now clear your scene.
One of the major advantages of morph target surfacing is that it can be used to
save on system resources. For example, why surface all the leaves of a plant
when you can surface only one? If you have 100 leaves on a plant that needs to
be surfaced for a close-up shot, you’d surely kill your computer trying to cre-
ate a single image map to cover all of the leaves, not to mention the challenge
of surfacing leaves at odd angles. This is where the morph target once again
shines bright. You can use a morph target to position the leaves so you only
have to surface one of them instead of all 100. How does this work? Well, let’s
take a look at a scene where this technique was used. In Figure 7.34 you’ll see
an image of Borgis Warf on the Yoran Island in the Great Goblin Lake.
Here we see Drale the Bug King on the pier at Borgis Warf, which is located on
the Yoran Island. Drale makes frequent visits to the Yoran Island to rescue
worms from the Mud Goblins who find them to be quite the delicacy. You see,
Drale is the ruler of all insects on the Goblin Island; he considers them his sub-
jects, so he can’t bear to watch them fall prey to the annoying Mud Goblins of
Yoran. The Yoran Island is home of the lost civilization of Yoran. The Yorans
were an ancient Goblin civilization that perished thousands of years before the
Goblins of the Tertiary period. They were an advanced race with inventions
that boggle the minds of today’s scientists. They can be compared to the
Mayan Indians or the ancient Egyptians. They built lavish stone castles on the
center of the island, where they worshipped the sun and moon gods.
Now, the Yoran Island is inhabited by the unruly Mud Goblins, who are con-
sidered cannibals by the other Goblins. Most Goblins are afraid to enter the
Island, but Drale knows he is safe as long as he enters during the day. Mud
Goblins are nocturnal, so they are sound asleep in their mud caves during the
daylight hours. They come out at sunset and party all night. Their ruckus can
be heard for miles, reaching all the way to the mainland of Tanzania.
The Yoran island is covered completely in mud due to the rising waters of the
Great Goblin Lake. The Tertiary period experienced a great deal of rainfall,
which flooded the Yoran civilization and brought about a major infestation of
worms. The entire island is covered in a wiry water weed, which serves as a
great shelter for the worms. The water weed in the image was surfaced using
7.34 Morph target surfacing in action.
morph target surfacing. The basic weed was modeled and then folded up to
create the morph target object for surfacing. The surfaced morph target is
shown in Figure 7.35.
The basic wood texture was applied to the water weed as a cubic image map
instead of a cylindrical map because of the multiple trunks. The trunks were
too far apart to be moved together for a cylindrical map, so the object was sur-
faced with a cubic image map. A cylindrical map would have created texture
stretching as shown in Figure 7.36.
Most of the branches look fine, but there is some significant stretching on many
of them, which is indicated by the arrows. The water root object is basically an
5 The surfaced Cylindrical image map texture stretching.
water weed.
oval shape at the base, which makes cylindrical surfacing impossible. We could
have pushed the object into a cylindrical shape, but the trunks would still be too
far apart to be moved together. In this case a cubic image map worked well for
preventing image map stretching, as you can see in Figure 7.37.
Notice how the texture lines flow up the trunk and down the horizontal
branches with no stretching at all. This gives the water weed a very realistic
appearance. If you look at the base of the water weed you’ll see a dark, wet
spot. This is the portion of the water weed that lies below the water line. To cre-
ate this effect, a cylindrical map was used to lower the diffusion and raise the
specularity The same map was used for both, which is shown in Figure 7.38.
When this image is applied as the specularity map, the white portion makes
the object 100 percent specular at the base. To keep the black portion from
making the rest of the object 0 percent specular, the same image is applied as
an alpha map to filter out the black portion. White on an alpha map is opaque,
while black is transparent.
When you make an object wet, you need to lower the diffusion significantly
Water soaks into the porous surface of the water weed, which lowers the dif-
fusion. To diffuse the waterline of the water weed, the image map in Figure
7.37 The cubic mapped water weed.
each leaf and rotate it slightly to create the cluster of leaves shown in Fig-
ure 7.44.
That looks like a very realistic cluster of leaves. For a closer look see Fig-
ure 7.45.
8. Our last step is to give the leaf cluster a new surface name, such as neutral
and then save it as leafmorph. Remember, you need to rename the morph
targets so you don’t end up changing the surfacing of your base object.
9. Okay, now you’re ready to surface the leaves. Load the leaf object into your
rendering program, and then load the leaf.jpg image map from the chap-
ter7 folder of the companion CD-ROM.
10. Now apply the leaf.jpg image to the color channel as a planar map on the
y-axis. Be sure to size the map so it fits the dimensions of the leaf.
11. Next, repeat the same steps for the bump channel and set the bump value
to 100 percent. If your program supports settings in excess of 100 percent,
set the value to 400 percent. If your program supports diffusion maps load
the leafdiff image from the chapter7 folder of the companion CD-ROM
and apply it as a planar map on the y-axis to your diffusion channel and
set the opacity to 15 percent.
12. Then give the leaf 47 percent specularity, and set hardness/glossiness to 50
percent.
13. Great, now do a test render and you should have something similar to Fig-
ure 7.46.
14. Notice how the surfacing travels through the leaves. We only had to create
a single leaf image map to surface all five leaves. This has already cut our
use of system resources by 80 percent. Now save the object and load the
leafmorph object so you can morph the leaves.
15. Make the leafmorph object 100 percent transparent/dissolved, and then
select the leaf object.
16. Set the morph object to the leafmorph and the morph value to 100 percent.
Now do a test render. You should have a cluster of leaves similar to the one
shown in Figure 7.47.
17. Now save your scene as leaves.
They look great don’t they? We now have a very realistic cluster of leaves,
which we created with a single leaf image’map. That isn’t the best part. The
great thing is we can now create clones of the leaf object to place on the water
weeds. Each clone will morph to the shape of our single morph object, which
means we save on a tremendous amount of resources we would normally
expend trying to surface all the leaves with a single image map.
As you can see, morph target surfacing can be used to save a great deal of time
and resources. There are literally countless uses for morph target surfacing
when creating digital botany. You can surface leaves, trees, grass, lily pads,
you name it. In fact, you can use a single base object with multiple morph tar-
gets to create even more natural chaos and variety in your images. Multiple
morph target surfacing was used to surface the bucket fungus in Figure 7.48.
A single base bucket fungus was modeled and surfaced, and then multiple
morph targets were created to make the varied appearance of the fungus.
Bucket fungus grows in the Goblin ram forest where it collects water from
rain. The sap in the bucket fungus ferments with the water to create a 90 proof
alcohol that tastes like honey. As you might imagine, it’s a very popular bev-
erage among the Goblin travelers who journey through the rain forest. Unfor-
tunately, the Goblins end up getting drunk and eventually lost in the vast ram
forest. Many Goblins have been lost eternally in the rain forest as a result of
their taste for bucket fungus.
It’s clear that morph target surfacing can be a real lifesaver when you are cre-
ating complex organic objects. In fact, it’s quite often the only way you can sur-
face an object. Morph target surfacing is not just a great way to surface objects,
Bucket fungus.
it’s also an extremely useful way to save on system resources and expedite
your surfacing efforts. You should try to use morph target surfacing whenever
possible. You’ll be pleased you did.
Well, that does it for our surfacing exploits. Now we’re going to leap into
designing industrial worlds. Before we get our hands dirty with the grease and
grime of industry, let’s take a few minutes to clear our heads and maybe do a
little experimenting with morph target surfacing. Reach into your bag of
organic objects and try doing some morph target surfacing on something you
have already created. Then we’ll move on to the industrial world.
here are two main environments in reality, industrial and natural. Both
unique traits, and there are tricks to re-creating both in 3D. I I-I this part
going to take a look at developing industrial enviromnents-ci
buildings. Of course, we’ll be focusing mainly O
the action takes place. While creating detailed buildings is essential f
industrial environment, the buildings themselves are actually quite
create since they are vertical and don’t have a great deal of garbag
them. On the other hand, city streets are chaotic. What makes
believable isn’t the buildings but the small details we see on the street3
as fire hydrants, chain-link fences, dumpsters, cigarette butts, bottle ca
the weeds that grow in pavement cracks. Remember, it’s the details th
a scene photoreastic. The more fine details we add, the more real
image becomes. Let’s turn the page and take a look at what makes a ci
realistic.
Platinum is having a bit of spiritual turmoil coming to grips with his new-
found cognitive state-he was a statue about five minutes earlier. The regal
alien on the right side of the image is the Mystic who created Platinum. He’s
attempting to calm Platinum so he won’t start wrecking the city. As you can
see, the environment looks very realistic. It’s riddled with the detail and chaos
we expect to see in a real city street. Let’s take a closer look at the details to get
a better idea of their importance. We’ll zoom in on the image one segment at a
time, exploring the relevant details in depth. We’ll start with the upper left cor-
ner of the image, shown in Figure 8.2.
This is the center of clutter in the image. It’s always a good idea to have a
strong point of clutter in your city streets. Rarely is the chaos evenly distrib-
uted on streets. It typically congregates around specific elements of the street,
such as alleys, street corners, and anything that protrudes into the street, such
as a portion of a building or the fence in this image.
A closer look at the details.
The fence serves to divide the street. Since it’s a point where movement stops,
it’s also where the clutter will gather. Even though the street is dirty and clut-
tered, the inhabitants will still organize the clutter so they can get around. A
garbage dump may be complete chaos, but it still has a path dug for move-
ment. In this image the clutter has been gathered around the fence on both
sides, which is a logical place to center the chaos since it’s where movement
stops. Let’s take a closer look at some of the specific details that make this seg-
ment of the image realistic.
A. Garbage in the car. Notice how there is garbage in the front seat of the car. This
is a great detail since it’s subtle yet convincing. This car obviously doesn’t
run so we can assume it’s been sitting here for quite a while gathering rust
and garbage. It’s likely a homeless person was living in the car, which
would explain the clutter inside. Even if nobody was living in the car, it’s
certainly a convenient place to put trash, particularly since the Dumpster is
on the other side of the fence.
. Graffiti on e car. Graffiti is a staple of nearly every city street. You can
assume it will be on any large object that doesn’t move, such as building
walls and broken-down cars.
umidity stains. This is a super detail to include in your city streets. When it
rains, humidity collects around objects. While it does evaporate, if the object
was dirty or rusty the humidity will stain the objects it reaches. Therefore, if
we have a rusty metal sheet leaning against the wall, we’ll need to stain the
wall where it touches. That is, assuming the sheet has been there a while,
which we can assume since it’s behind a lot of other debris.
W. Detail shadows. While this isn’t a required element of a city street, it most cer-
tainly helps add depth and realism. Notice the shadow created by the chain-
link fence. This is an awesome detail in the scene. Detailed shadows add
tremendous depth to an image, and as I’ve said many tunes before, the more
depth, the greater the photorealism. Later in this chapter we’ll be re-creating
the chain link fence so you can use it in your city streets.
As you can see, even though we’re only looking at one-sixth of the image, we
have a number of details that add to the photorealism of this image. While
individually these details have little impact on the scene, they combine to
transform it into reality. Speaking of individual chaos, let’s take a moment to
zoom in on the broken-down car in this image to see how photorealistic chaos
and detail was applied to the car. Take a look at Figure 8.3.
Now let’s examine the individual elements of this segment that help to make
the overall image photorealistic.
A. Running grime. We can expect to see a great deal of running grime on the ver-
tical surfaces in city scenes, particularly near rooftops and around windows
and any object that might be attached to the building, like a water dram. In
this image, the security bars on the windows are rusting, which means the
rust will run off the bars and down the wall when it rains. We would also
have dirt combined with the rust in the runoff since horizontal surfaces col-
lect dirt, which then runs off when it rains. You can bet nobody has been by
to clean this building in a long time.
B. Chaotic organization. There is order in chaos. While we are chaotic creatures,
we do like to organize our chaos to some extent. For example, the tires are
organized in a pile, but the pile is chaotically stacked. This is an example of
ordered chaos. The garbage cans have a similar order and chaos. The lid is
ordered because it sits upon the can, but it’s also chaos because it’s not prop-
erly placed on the can. This type of order and chaos combined is an impor-
tant element of photorealism. While a totally chaotic pile of tires would look
cool, it probably wouldn’t make much sense in this image since humans
have a habit of at least trying to organize their chaos. Of course, if the tires
were in a gorilla cage it would be an entirely different story.
C. Random weeds and grass. City sidewalks are littered with random growth of
grass and small weeds, particularly those sidewalks that aren’t traveled fre-
quently. While you don’t want to fill every crack with grass, you should dis-
tribute random clumps of grass to make the sidewalk appear more realistic.
D. Aged trash can. Naturally we had to add the obligatory dent to the trash can.
One out of every three trash cans has a dent. Cans get dented when cars
back into them, they get tossed around by brutish garbage collectors, or
they’re simply kicked by obnoxious kids. This simple dent adds some nice
realism to the can.
E. Rust runoff. This is a very nice detail and something most people would miss.
This is where the rust from the metal sheet has run off with rainwater. While
it's a subtle element in the image, it would look odd if the sidewalk beneath
the metal plate were perfectly clean, particularly since the wall around the
sheet is stained. Remember, no detail is too small to include when creating
photorealistic images.
Well, that was certainly plenty of detail for a small segment of the image. You
can see how it requires a serious attention to detail to make realistic city streets.
Yes, we could have skipped many of these fine details, but then the image
would have suffered. Let’s continue with our exploration of photorealistic
details by looking upward at the building walls, as seen in Figure 8.7.
While buildings may be relatively light on clutter due to their vertical walls, they
aren’t light on details. We can expect to see a number of details on buildings:
Graffiti on the wall. This is a common detail found on most buildings in run-
down parts of the city. Basically, if it doesn’t move, it will be tagged with
graffiti.
B. Bird droppings. Yes, bird droppings. Bird droppings are something we rarely
see in 3D images, yet they litter our city streets. We can expect to see bird
droppings on nearly every horizontal surface in a city, particularly those of
higher altitude such as lampposts, building ledges, signs, and fire escapes.
In this image we see bird droppings on the lamp and wall. We can assume
the bird would drop his payload over the side of the lamp as well so there
should be some evidence of bird droppings on the wall and the sidewalk
course, the Mystic is standing on the sidewalk droppings. It’s a
he wasn’t standing there earlier.
Cracks. Here’s a great element for photorealism. Cracks are common in indus-
trial environments, particularly those that have been around for a while.
They are a very simple detail to add, yet they add a great deal to the credi-
bility of the scene.
.7 Photorealistic details for walls.
. Horizontal dirt. Horizontal surfaces will collect dirt, dust, and grime. There-
fore we need to add this grunge to our horizontal surfaces for the image to
appear photorealistic. Wewould also need to add the runoff down the.front
and sides of the horizontal surface where rainwater has pulled the dirt
down the side of the building.
Well, that does it for the major elements of detail for this segment of the image.
Just two more regions of the image to explore, and we’ll be done. Are you get-
ting the feeling detail is important to photorealism? I can’t stress enough how
important the details are when creating photorealistic images. You can see
how industrial images require a serious dedication to the details. You’ll find
natural environments are actually easier on the details but more complicated
on the modeling and surfacing because they’re completely organic. We’ll be
exploring the natural environments in Part Five, “Creating Natural Environ-
ments.” For now, let’s continue with our study of photorealistic details by tak-
ing a look at the street details in Figure 8.8.
Here we have a close-up of the street. One of the common problems we see in
most 3D streets is an absence of chaos. Streets are full of chaos. Even in the
cleanest part of the city they are still covered in dirt, oil stains, grease, and lit-
ter. Since a street occupies a great deal of our industrial images we need to
insure we incorporate enough chaos and detail to make the street believable.
Let’s take a look at the details of the street in this image.
A. Garbage and debris. We can count on garbage lining city streets. There aren’t
too many citizens who take the time to locate a trash receptacle. Most of
them throw the garbage out their car window. In the case of this image, the
garbage would be concentrated around the Dumpster since we can expect
they’d aim for it, just not always bit it.
B. Cement runoff. While cement is a sturdy surface, it does experience wear from
constant use and exposure to the elements. This wear results in a cement
powder building up on the surface of the sidewalk. When it rams this pow-
der runs off onto the pavement. Of course, cement is mixed with water orig-
inally so when it’s mixed with rainwater the powder tends to create a white
film on the streets when the water drains away. This is a subtle detail of city
streets but one that really adds to the realism.
C. Water runoff dirt stains. The streets and sidewalk are covered in a thin layer
of dirt when the rains come they wash this dirt off the sidewalk and into the
sewers. When the water evaporates on the streets it leaves a thin film of dirt
It’s easy to see how a few simple details can really add to the credibility of 3D
city streets. I don’t think you’ll be able to find a city street in reality that comes
even close to being black, or even a consistent tone, unless it has just been
poured. To create realistic streets we need to add a plethora of chaos. Of
course, this can be a bit tricky when working with large streets, but we’ll take
a look at some great techniques for adding grime to city streets later in this
chapter. Right now, let’s take a look at the details in the final segment of our
city street image, shown in Figure 8.9.
A. Skid mark. Here’s a great detail. ‘Most side walks will have a skid mark on
them, caused by parking errors or people turning too hard on a corner. In
One final look at city street details.
the case of our image the driver was doing a U-turn too quickly and rode up
on the sidewalk, leaving a skid mark.
s. Dirt collects in the cracks of the pavement. When it rains
this dirt is drawn up with the water. When the water evaporates it leaves
dirt residue around the cracks. This is an important element of sidewalks.
Obviously, the amount of dirt depends on the location of the sidewalk and
the amount of precipitation. Let’s face it, a rainy city is actually quite clean
considering the rain washes away all the dirt.
C. Cracked and chipped pallet. Pallets are a great element for industrial street
scenes. They are often left behind by deliveries of bulk material. If you plan
on putting a pallet in your street scene you should take the time to damage
the pallet. A perfectly clean pallet with no damage will be out of place in a
city street. You should always take a few chunks out of your pallet.
D. Grime on walls. When it rains in the city, moisture collects at the base of the
walls where the standing water resides. This water creates humidity that
bleeds up the wall. This humidity collects dirt, creating a grungy spot at the
base of the wall. This portion of the wall is also commonly damaged by the
humidity, which tends to darken it.
E. Consistent aging. It’s important to create consistent aging in your city scenes.
For example, the car is aged to blend with the environment. It’s unlikely a
new car would be parked in this part of town. It’s not out of the question,
but if you did park a new car here you would need some form of justifica-
tion since it would appear out of place in the image. Typically, run-down
parts of a city have run-down cars, and everything else for that matter. You
should try to maintain a consistency with your aging to make the image
more believable.
Well, we’re finally done exploring the photorealistic element of the image in
Figure 8.1. Of course, there are actually far more than the 30 details we dis-
cussed, but you get the idea. You can never be too neurotic about details when
creating photorealistic images. In fact, if you make an effort to include the ele-
ments we discussed in your city streets you’ll be well on your way to achiev-
ing photorealism.
Now that we’ve covered some of the elements that make up a photorealistic
city street, let’s try our hand at creating one of them.
While most elements in a city street scene, such as the buildings, street, and
sidewalk, are easy to create, some can be a little challenging, like a chain-link
fence. Of course, it’s the challenging objects that really catch our eyes when
viewing an image. No matter how we may surface our street, the chain-link
fence will be more captivating due to the intricate detail. While we could sim-
ply use a filter map on a flat plane to create the illusion of a chain-link fence, it
really won’t be photorealistic because it won’t have depth. Instead, we should
model the fence to insure we really wow the viewer. Okay, so how do we go
about modeling a complex object like a chain- fence? Well, let’s take a look.
7. Great, you now have a completed segment for your fence. I know it doesn’t
look like much now but it will shortly. The next step is to clone this segment
vertically to create half of the completed link. There are two ways we can
clone it, automatically or manually. It really depends on the tools you have
available. Before we start cloning it, select the polygon at the very top and
bottom of the segment and delete them. You won’t need them because they
will be in the middle of your link when you create the clones. We’re going
to use the automatic cloning method to create our clones. If you don’t have
it, don’t worry, I’ll cover the manual method next. Before you clone the seg-
ment you need to measure the distance from the top to the bottom of the
segment as shown in Figure 8.16.
8. In my case, the distance is 4 inches. Now select your clone tool and create
24 clones along the y-axis with an offset on the y equal to the height of your
segment. I used an offset of 4 inches on the y-axis. When finished you
should have something similar to Figure 8.17.
9. If you don’t have access to automatic cloning you’ll have to copy the seg-
ment and paste it on top of the original. Then repeat this process until you
have 24 segments vertically. Either way you clone it, you’ll need to merge
the points where the clones meet. This can easily be done using a merge
function. If you have an absolute value option, you may need to use this to
Measuring the segment.
2. Now we need to top the pole so zoom in on the top, and then create a 32-
point disc on the z-axis as shown in Figure 8.25.
3. Make sure the disc is lined up with the center of the pole on the x and z
axes. We’re going to edit this disc to create the pole topper. First, select all
of the points on the left side of the disc and delete them. Then, using your
drag tool, move the points on the right side to form a cylinder base as seen
in Figure 8.26.
4. Be sure to create a bevel on the outer cylinder by placing points at a 45-
degree angle next to the top and bottom of the cylinder. This will create a
bevel when you lathe the object. Speaking of which, do a lathe on the y-
axis with 36 segments. Make sure you are using the center of the topper as
the reference point for your lathe. When finished, you should have a top-
per like the one in Figure 8.27.
5. Now we’re ready to make the T-bars. Select the pole you created earlier
and make a clone. Then scale the clone to be the diameter of the topper and
reduce its size vertically so it’s 1/12 the height of the original pole. Now
move it to the top as shown in Figure 8.28.
6. To make the T-bar more realistic, you’ll need to add a bevel to the top and
bottom so you have specular highlights. Create a small bevel at the top and
bottom of the T-bar as seen in Figure 8.29.
Starting the top.
1. In this exercise we’ll be creating dirt for a large street object. In the chap-
ter8 folder on the companion CD-ROM you’ll find a file called street-
temp.jpg. Load this file into your painting program. This is te
for the street you will be surfacing in a moment. It’s only a te
image because the street is void of any real detail.
2. To make your painting process a bit easier you should fill
with your pavement texture. You won’t be saving the dirt with this texture;
you’re just using it to make sure the details we paint work properly. Load
the pavement.jpg image map located in the chapter8 folder on the com-
panion CD-ROM. Then choose Select All and select Edit/Define Pattern.
3. Now select the streettemp.jpg image and fill the background with the pat-
tern. You should now have a nice pavement background as shown in Fig-
ure 8.46.
10. The last step in creating the dirt residue is to create a hard line of dirt
where the water flow would stop on the outside edge. Add a new layer
called dirt2 and make a narrow selection along the edge of the dirt you just
created. Then fill it with the current color and the layer to soft light with an
opacity of 33 percent. This will blend the dirt as shown in Figure 8.53.
Adding random aging to the The dirt film.
pavement.
19. Select the bump channel and apply the asphalt.jpg as a planar map on the
y-axis, then set the bump value to 100 percent. Now set the image map to
repeat eight times horizontally and five times vertically. Then to create a
truly realistic surface you should add a small fractal bump to rough up the
cement.
20. Now here’s where a diffusion map becomes very useful. Diffusion
allows us to make the grunge rich and natural. If you have diffusion,
apply the asphalt.jpg as a planar map on the y-axis and set the opacity to
20 percent. Then set the image map to repeat eight times horizontally
and five times vertically. Now add another channel to the diffusion layer
and apply the streetgrunge.jpg as a planar map on the y-axis. Size the
map to the full size of the surface. Then apply the streetalpha.jpg image
maps to the alpha channel as a planar map on the y-axis and set the opac-
ity to 50 percent.
21. Okay, the final step is to set the specularity to 15 percent and the glossi-
ness/hardness to 16 percent.
22. Now save the model and do a test render to check your results. You should
end up with some g similar to Figure 8.58.
The surfaced street.
Very nice, we now have a photorealistic grungy street and we didn’t have to
kill our computer to do it. The grunge image maps are rather small in compar-
ison to what they would normally need to be to surface the street. Typically
they would be 3,000 pixels wide to do the job, but we can get away with an
800-pixel-wide grunge image since grunge can resample infinitely without
losing its quality. After all, the image is simply a few blended colors, which
won’t cause pixelization when resampling. The 800-pixel image is only 33 KB,
while the 3,000 pixel version is more than 250 KB, more than seven times as
big. Now take into consideration the use of our tileable asphalt image. The
asphalt tile is only 299 Kb, while a single image map for the street would be
3.7MB, more than 12 times the file size.
You can see how the use of tileable image maps and alpha-mapped dirt can
really save your system resources, not to mention your sanity It also gives you
a great deal of flexibility in changing the details since the grunge isn’t combined
with the asphalt image map. Now you can tweak the opacity of the grunge
image maps to change the density of the grunge on the street. It’s really a very
useful technique, which you should use whenever the opportunity arises.
Well, that was quite an adventure. We’ve covered a lot of ground this chapter.
I’d say we now have a firm grasp of the details of a photorealistic city street.
It’s really all about attention to detail. Every little detail makes a difference
when you are re-creating reality. Surfacing is one of the real tricks to creating
photorealistic streets, and we explored the most powerful technique for aging
industrial scenes, alpha-mapped dirt. You can’t go wrong by using alpha maps
to add dirt to your surfaces. It saves you both time and system resources,
which you can never have too much of.
Before we jump into the next chapter and take a detailed look at creating nat-
ural environments, let’s take a break and clear our heads. One of the most
important tools you need to create photorealistic images is a clear head. We
can’t focus on the details when we can’t focus our eyes, so take this opportu-
nity to cool your jets with a break.
I’ll see you in the next chapter.
Creating Natural
Environments
N
atural environments are one of the most challenging scenes to create in 3D.
It’s not due to their complexity but actually the nature of their complexity
(no pun intended). Nature is entirely organic, so there are no linear lines and
flat edges-well, not many, anyway. This makes the task of modeliing and
surfacing natural objects significantly more complicated than industrial
objects.
Of course, an industrial scene is actually far more complex to re-create than
natural worlds. Industrial scenes are littered with chaos. There are countless
small details on the streets, such as fire hydrants, chain-link fences, Dump
sters, cigarette butts, bottle caps, and the weeds that grow in the pavement
cracks. This type of chaos doesn’t exist in nature. Yes, there are plenty of
plants, rocks, and trees in nature, but when you think about it, that’s really all
there is. We don’t see the aging and corrosion of industrial worlds, nor do you
see the litter-well, at least, you shouldn’t.
Instead, we have organic chaos and plenty of it. Natural worlds are filled with
plant life, which makes them challenging to re-create. You see we can get away
with a scene that looks relatively planned in an industrial world because
everything is manufactured, but in nature nothing can appear planned,or the
image will be unrealistic. Therefore, to create photorealistic natural worlds we
have to use complete chaos to ensure it doesn’t look manufactured. this
means we have to be very detailed in our staging and surfacing. Of course, we
still need to apply some order to natural worlds to make them appear natural
While nature is chaotic, it’s also ordered. Yes, it’s a tricky line we walk when
creating natural worlds, so let’s turn the page and take a look at how we make
a natural 3D world appear photorealistic.
- Chapter 9 deals with color, so you should refer to the color figures in the
Chapte9/figures folder on the companion CD-ROM before continuing with part. this
atural worlds are very detailed, but their details are really limited to plants,
trees, and rocks. Of course, there is also the dirt and water, but when you think
about it, nature is really just a whole lot of a few objects. A forest is littered with
trees. There may be several types of trees, but it’s the volume that creates the
chaos. Of course, the trees in a forest represent the buildings of an industrial
scene. They support the scene, but they really don’t carry the weight of the
chaos and detail. It’s the details on the ground level that create the chaos of
natural settings, much the way it’s the details of the city streets that make an
industrial scene realistic. The weeds, rocks, twigs, and leaves of nature replace
the garbage and clutter we see on city streets. The tree stumps replace the fire
hydrants and the bushes replace the postal boxes and newspaper stands. Of
course, natural scenes are much more cluttered than industrial scenes. We usu-
ally don’t see city streets covered in trash, at least not in most cities. While the
actual clutter details of city streets are more detailed, the volume of clutter in
nature is much greater, making natural environments very resource abusive.
e creating natural environments presents challenges due to the volume of
organic details, the wilderness doesn’t have an abundance of surfaces to get
dirty and worn. We’re not going to see a lot of grease, grime, rust, and oil in
nature, nor will we see a great deal of garbage-well, hopefully, we won’t.
Natural worlds are usually relatively clean. While they are covered in dirt,
they don’t have rusty, corroded, and grungy surfaces. We don’t see bushes
covered in dirt stains. The leaves may be dusty, but they aren’t covered in
grime. Of course, some places in nature are quite grimy such as swamps and
bogs, which are covered in gus and other sticky things we prefer not to
experience, but these are usually isolated cases. For the most part, nature is
free of grunge.
The first step in creating natural worlds is to observe the wilderness around
us. We need to identify the key details that make a natural world believable.
Certain details will make the natural scenes we create appear startlingly real-
istic. It’s really all about attention to detail and observation. Before you begin
to create your natural worlds, I recommend you explore the wilderness
around you and take plenty of pictures. If you live in the city and don’t have
access to natural settings, I suggest you spend a great deal of time watching
the Nature Channel on television or visiting the local library or parks. If you
try to re-create natural settings from memory, you’re going to miss those criti-
cal little details that make the scene undeniably realistic. We really need to
immerse ourselves in the environment to capture the small details such as peb-
bles, ground covers, and twigs.
To get a better idea of the details we need to concentrate on when developing
photorealistic natural worlds, let’s take a look at an image of a natural 3D set-
ting. Figure 9.1 shows the cover image from this book.
Here we have a shot of the Unfathomable Crag from the Great Goblin Gaunt-
let. Grumpy, the lead character of Goblin lore, is seen on a hunt for Shiny
Things. Shiny Things are the currency of Goblins. Anything shiny has signifi-
cant value, particularly metals, gems, and ores. This particular scene shows
the fringe of the rain forest where it meets the Enchanted Desert. The Unfath-
omable Crag is a major icon in Goblin legend.
It’s rumored that a young boy and girl Goblin were running though the forest
when they fell into the crag. Goblins are very resilient creatures, so the fall
didn’t kill them, but the crag is miles deep and they couldn’t climb out. They
were forced to live out their lives in caves deep below the Earth’s crust. The
Goblin sweethearts eventually had children, and their community grew larger
with each generation. There is now a whole community of Crag Dwellers that
is said to feed upon the unfortunate Goblins who fall into the crag. It’s said
you can hear the screams of the Crag Goblins at night, which are meant to lure
unsuspecting Goblins closer to the crag so they will fall in and feed the savage
Crag Goblins.
Of course, the legend is only partially true. Yes, the sweetheart Goblins did
fall into the crag, and they eventually expanded their family, but they don’t
eat the Goblins who fall into the crag. The new Goblins simply join the other
unfortunate Goblins, who feed upon insects and crawfish from a freshwater
spring. It’s actually quite nice in the crag, a bit dark, but generally it’s a pleas-
ant place. The screams heard at night are actually sounds of celebration com-
ing from the Goblins partying in the crag. Of course, the Crag Goblins don’t
A photorealistic natural setting.
want this to be known because then there would be hoards of Goblins leaping
into the crag to join the party, and there just isn’t that much space, so they let
the legend continue.
As you can see, the environment looks very realistic. It’s riddled with the
detail and chaos we expect to see in a natural world. We have random trees,
scattered bushes and weeds, a chaotic ground cover, and dirt littered with
rocks and twigs. It’s actually a very detailed scene, yet there are really only a
few types of objects in the scene. We have a tree, rock, clover ground cover,
Guzloader (a prehistoric plant), and dirt. If this were a city street scene, we
wouldn’t have enough objects to make it appear realistic, but as a natural
scene we have plenty of objects. The key is to have several of each object. Let’s
take a closer look at the details to get a better idea of their importance. Take a
look at Figure 9.2.
A. Fringe grass. One of the most common elements we see in natural settings is
grass growing around the fringe of permanent objects. This is a very simple
element to create-I’ll show you how later in the chapter-but it adds a
tremendous amount of chaos and detail to the scene. The simple grass has
been wrapped around the rock, trees, and even the crag to make the image
appear more natural and chaotic. Grass is one of the most important tools
for creating natural realities. It’s the most common element in natural set-
tings. It comes in a wide variety of visual forms and is extremely easy to
create.
E. Roots. Roots aren’t a staple of most natural settings, but they do add some nice
detail and are fairly easy to create. While your scenes may not have a crag in
them, you should experiment with placing surface roots in the scene to add
some chaos.
F. Random weeds. Nature is littered with random weeds, and they are seen in
every natural setting on the planet. Your natural settings should always
include an abundance of weeds. You should also provide a variety of weeds
in your natural worlds. The example image is a very tight shot with a major
hole in the middle, so it has only one type of weed, a dandelion. If there
were more surface area, it would probably have a variety of weeds, includ-
ing ragweed, foxweed, and crabgrass.
G. Plant placement. The placement of plants is critical in a natural setting. While
the placement in our gardens and parks has nothing to do with the available
water, Mother Nature plants her major growth near the water supply. Plants
need plenty of water, so they will grow where the supply is most abundant.
While this doesn’t mean they only grow near bodies of water, it does mean
they will need to grow in fertile soil, which means the soil needs to retain
moisture. Plants in nature will grow near permanent objects and ground
covers where the soil is rich with moisture. In this image, the Guzloader
plants are growing near the clover ground cover and the rock, which both
help retail moisture in the soil.
Okay, now that we’ve covered some of the elements that make up a photoreal-
istic natural scene, let’s try our hand at creating an organic element.
Natural elements can be very complicated to manufacture because they are
completely organic. While leaves and tree trunks aren’t bad, it can be very
challenging to create a dense tree or bush. This is why we typically see 3D trees
and bushes that were created using digital botany programs such as Tree
Druid. These programs create trees and plants very well, saving you countless
hours. Of course, there’s more to nature than trees and bushes. It’s littered with
weeds, rocks, twigs, and other chaotic details. Fortunately, these details are
fairly easy to create as we did with the grass in Chapter 5, “Displacement Map
Effects.” Creating grass, leaves, and twigs is straightforward since they are
simple shapes.
Of course, not everything in nature is a simple shape. While we could do a
tutorial on manually creating a tree, which is a very complicated shape, it
would probably eat up too many pages and surely give us a migraine
headache. Instead, I think we’ll do something more creative, like an object
that’s man-made from natural elements. Actually, we’ll be doing a Goblin-
made object, which is seen in Figure 9.5.
Remember this image from Chapter 1 “An Introduction to Photorealism”?
Well, we’re going to model the toilet monument from this image. This is a great
object because it reflects a cognitive influence and is completely organic. One
of the most difficult effects to create is natural, seams. These are the points
where two objects meet in nature, such as a hole in. the ground for a rock or the
mud packed around stones as seen on the Goblin toilet monument. While we
can simply jam two objects together, they won’t be natural because they will
have a hard seam. We need to show where the ground or mud has built up
around the rock if we want it to appear realistic. This requires some modeling
tricks to create the effect. Let’s take a look at how we can easily create the awe-
some effect of natural seams. We’re going to create the rocks resting in the clay
mortar of our toilet throne. To do this, we’ll be using polygon modeling and
subdivision for smoothing. The combination of polygons and subdivision is
truly the most flexible method for creating awesome organic models. Of
course, there are some tricks to creating details with subdivision modeling as
we will explore in the following exercise.
2. Now we need to shape s object to the general shape of our toilet. Start
by tapering the top inward toward the center on the x-axis as shown in Fig-
ure 9.7.
3. Then taper the front inward on the z-axis as shown in Figure 9.8.
4. Finally, taper the top inward from both sides on the z-axis as shown in Fig-
ure 9.9.
5. Now select the middle point in the x viewport and stretch them inward as
seen in Figure 9.10. This positions the points so we can begin to build the
individual rocks.
6. Now let’s make the first rock in the clay. Zoom into the upper right corner
of the object in the x viewport. Then select the polygon in the corner,
Starting the clay mortar.
extrude it once, scale it down slightly, and move it back into the clay a bit
as shown in Figure 9.11.
7. This is the beginning of your rock, so you need to rename the surface of
this polygon to rock. Moving the polygon back into the clay will help cre-
ate a smooth bulge around the rock when you smooth the mesh with sub-
division. What we need to do now is create the actual rock. To do this,
extrude the polygon, scale it up a bit larger than the original, and then
move it forward slightly as seen in Figure 9.12.
8. To complete the rock, extrude the polygon one more time and move it for-
ward a bit to add depth to the rock as seen in Figure 9.13.
9. Now, for the final touch, we need to add a bit of nonlinear chaos to the rock
so it won’t appear manufactured. Select the front polygon of the rock and
skew it a bit as shown in Figure 9.14. You can either use a skew tool or sim-
ply drag the points or vertices to create the deformed face.
10. You now have a completed rock. Just 25 more to go! To complete the rocks,
repeat the same process. Of course, there are some details we must con-
sider first. We don’t want the stones to be aligned perfectly; instead, we
want them staggered like bricks, so you need to select two polygons for the
next rock as seen in Figure 9.15.
Starting the rock.
11. These two polygons are edited the same way as the first rock. Now the
next two polygons to the left are edited in the same fashion to create
another wide rock as shown in Figure 9.16.
12. Next you can begin the second row, which requires a bit of trickery for
depth. We want to stagger the rocks, which means we need to offset the
rocks on the corners of the toilet. The corner is a bit tricky. Zoom in to
the upper left corner just under e last rock on the top row, and then select
the first polygon on the row and the connecting polygon on the front. Now
extrude these and scale them down as shown in Figure 9.17.
13. Now complete this rock as you did the others by extruding it once, scaling
it upward, and moving it out. Then extrude it again and move it out far-
ther to create the corner rock seen in Figure 9.18.
14. Now complete the second row of rocks by creating two polygon rocks as
shown in Figure 9.19.
15. Great! Now complete the rest of the rocks on this side of the toilet using the
same techniques. The completed rocks should resemble Figure 9.20.
16. For the finishing touch, pull out your magnet tool and drag the rocks
around a bit to add some realistic chaos as shown in Figure 9.21.
Another wide rock.
41. e name for subdivision Varies from one program to another. For exam-
ple, in LightWave it is called Metaforrn, and in 3D Studio Max it is called
Meshsmooth. In yet another program called trueSpace the subdivision
function can be found in a plug-in called ThemoClay. Whatever the name,
they all do the same thing. They divide the polygons in two segments and
perform a smoothing function on them, which can be seen in our toilet. It
looks very organic doesn’t it? Notice how the clay folds around the rocks
naturally. This toilet looks very realistic and naturally organic. In fact, it
looks like a Flintstone toilet in this OpenGL preview. The default smooth-
ing settings were used for the subdivision on this toilet. Let’s save this
completed toilet as toiletrocks.
This is only one option for the completed toilet. Another option would
be to make the rocks look more like bricks, which can be done using a great
subdivision trick. Let’s do it now.
1. Load the grass.3ds object located in the chapter9 folder on the companion
CD-ROM. This is the same blade of grass that you created in Chapter 5,
“Displacement Map Effects.” The blade of grass is shown in Figure 9.48.
2. Now load the toilet object you created a few minutes earlier. We‘re going to
clone the blade around the rim of the toilet, but first we need to create a clump
of grass to clone. If you simply cloned the blade, it would create an obvious
repeating and far too linear pattern. To make sure that the grass looks natural,
you’ll be making two chaotic clumps that will be cloned to create an over
nature look to the grass. Even with two clumps, you will still need to manu-
ally edit the grass to make it chaotic. To make the first clump, clone the blade
five times and then arrange them in a cluster as shown in Figure 9.49.
3. To make the cluster more believable, use the bend tool to curl some of the
blades. When you are done with the cluster, place it on the edge of the rim,
in the middle as seen in Figure 9.49. We’re going to clone this cluster
around the rim using the center of the toilet hole as the point of rotation for
the clones. Before you clone this uster around the rim, you need to make
a single clone and add some chaos. Make a clone of the blade cluster and,
using the center of the toilet hole as the axis for rotation, rotate the cluster
clockwise until it’s directly next to the first cluster. Then select each blade in
the new cluster and rotate and bend them chaotically so they don’t match
the first cluster, as seen in Figure 9.50.
4. Okay, now it’s time to clone the clusters around the rim. Select your clone
tool and set the number of clones to 18, then set the y-axis rotation to 24
degrees. You should now have some g similar to Figure 9.51.
5. It looks great doesn’t it? Well, it does, but you need to break up the repeat-
ing pattern of the clusters. This is where we do a bit of tweaking. Simply
select the blades at random and rotate and bend them to break up the
repeating. Figure 9.52 shows how I added some chaos to the blades.
6. Combine the grass and the toilet to complete the toilet as shown in Figure
9.53.
7. Now subdivide the toilet. You should have a great looking Goblin toilet
monument like the one seen in Figure 9.54.
8. Save the object as toiletgrass.
e grass was very easy to add, but it added a great deal of detail and chaos to
the toilet, making it even more believable. Once again, the more detail, the
Creating the second cluster.
e key to successful organic modeling is to focus on the small details, like the
seam where the clay meets the rocks in the toilet and the grass around the rim.
Another small detail seen in the toilet in the completed Goblin toilet monu-
ment image was roots protruding from the toilet. They were added by simply
poking the roots into the clay. Since the roots grew out of the clay, we can get
away with a fairly linear seam.
A good rule of thumb for object seams is when something grows up out of
another object, the seam is usually fairly linear, like grass growing out of the
ground. But if something is placed into another object, such as a rock in the mud,
the seam is very organic. You would also expect an organic seam when erosion
is a factor. A mushroom growing in fertile soil will probably have an organic
seam because the ground would have eroded away due to rain and wind.
The real key to successful organic modeling is observation. It’s a matter of
exploring the natural world and mimicking the details you see. Besides, a walk
in the wilderness can be a nice break from getting your eyes fried by monitor
radiation.
Well, that does it for our exploration of natural world staging and modeling.
We already covered a great deal of organic surfacing in Part Three, “Surfacing
Complex Objects,” so all that’s left is to tackle one of the more complicated
details of natural worlds: water effects. In the following chapter we’ll explore
several awesome techniques for creating very realistic water effects. Let’s go to
the next page and get started.
ne of the more complicated effects to re-create in 3D is water. While water is a
relatively simple element, it presents a number of problems when creating 3D
images. Creating a realistic ocean is actually a snap. You merely create a blue
plane, make it reflective, and add a crumple texture to simulate the choppy
waves of an ocean. On the other hand, creating a puddle or a pond is much
more challenging because we need to see past the surface of the water into the
murky waters below. It requires great attention to detail to accurately simulate
muddy and murky water. Since we can see into the water, we need to create
water depth. at I mean is that there is a reduction in clarity as we look
deeper into pond water. It becomes cloudy closer to the bottom because parti-
cles are being lifted from the floor. This cloudy effect is paramount to the suc-
cess of our photorealism. Nothing is as artificial as perfectly clear pond water.
ourse, clean pond surfaces are also rare. They are typically covered in a
film and quite often have an abundance of algae. If we look deeper into
ponds, it’s likely that we’ll see a great deal of bottom detail-water plants,
rocks, and a variety of debris that have made its way into the pond such as
branches and dead leaves. Simply put, ponds are nothing but pure chaos and
extrerne detail, and much more complicated than ocean water since we can
rarely see past the surface of ocean water and it’s rarely clouded with particles
because the floor is much deeper.
In this chapter we’ll be recreating the water seen in Figure 10.1. Here we have
a shot of Groin the Goblin riding on his trusty steed, which happens to be a
wood frog. Groin isn’t actually a Goblin. He’s a salamander posing as a Gob-
lin to spy on them for Batra the Frog Czar. There is a long-standing feud
between the Goblins and Batra. Batra hates the Goblins because they like to eat
frogs, which of course doesn’t appeal to a frog like Batra. He’s tired of the Gob-
lins eating his subjects. Frogs and Goblins don’t get along, so seeing a Goblin
riding a frog is a dead giveaway that something is amiss.
Notice how the water in Figure 10.1 is a murky brown, but we can still see
the objects just below the surface, such as the bladder fish that's just waiting
for the Goblin to fall into the water so he can feed upon him. We can see there
are vines under the water, but we can see the actual floor of the pond. This
pond was created during a period of excess rainfall. It isn’t a permanent
body of water but rather a pond that formed in a low point of the Goblin rain
forest. That’s why we see vines below the surface of the water. Normally
ect to see an abundance of water plants, but this pond is too new for
them to have formed. Of course, the soil on the floor of the pond is not com-
pressed the way we’d expect in a permanent body of water, so it floats up
easily, creating a rather muddy bog. This is a great example of realistic water
depth and detail because bogs are very muddy and full of details, particu-
larly surface details.
Notice how the lily pad dipped just below the water is tinted brown. The water
is clearly muddy, but as we look deeper into the mud the clarity of the water is
reduced to the point where we lose sight of the details. This adds a great deal
of depth and realism to the pond water. It’s an awesome effect and very easy
to create, as we will discover later in this chapter.
Okay, so how do we create realistic ponds? Well, we take it a step at a time.
e first step is to create surface chaos, so let’s take a look at how that is
accomplished.
The surface of pond water is riddled with chaos. I don’t mean the lily pads,
water weeds, or the water bugs. I’m referring to the water itself. Pond water is
typically murky, particularly if the pond is small and shallow. Shallow ponds
are cloudier because the muddy bottom is closer to the top, so the particles
stirred up by the movement of the water are closer and therefore more visible.
The environment also affects a shallow pond far more than a large pond, so the
wind is more likely to churn the water, lifting particles off the floor. This means
that if we want to simulate pond water properly we need to create the effect of
a murky surface.
Creating a murky surface is more complicated than simply making the water
a brown color. The distribution of particles in the water is dependent upon
several factors including the water depth, current, environmental effects, and
movement under the water from creatures. All of these factors serve to create
a chaotic murkiness. To simulate this murky effect we need to create an image
map for our water surface. Let’s take a look at how we make a murky water
surface.
1. The first step is to create a water object. In your modeling program, create
a flat plane on the y-axis with 20 segments on the x- and z-axes, like the
one seen in Figure 10.2.
2. s will be our pond floor, so give it a surface named pondfloor.
Creating the pond floor.
Creating a detailed pond floor isn’t terribly difficult. It’s basically the same as
creating a ground cover, but under the water. To make truly realistic ponds we
simply need to add some chaos to the ground. While there aren’t many weeds
under water, there are plenty of water plants, sticks, twigs, and leaves. In the
The pond test.
case of our example pond in the Goblin ram forest we mainly see a patch of
vines under the water. These vines are created the same way we made the
tileable clover patch in Chapter 4, “Creating Tileable Ground Covers.” Let’s
add the vine ground cover to our pond scene.
CISE: CRE
1. With your pond scene open, load the vines.3ds files located in the chap-
ter 10 folder on the companion CD-ROM. Then load the clover.jpg file
located in the same folder. We’ll be using this image map to surface the
vines.
2. Select the vine surface and set the color to RGB 255, 255, 0, then apply
clover.jpg file to the color channel as a planar map on the y-axis. Size the
texture to the surface, and then set the opacity to 75 percent.
Setting the color to yellow with an opacity of 75 percent on the image map
will give the vine a yellow tint. Using base colors with transparent image
maps is a great way to make use of a single image map. We can surface three
different surfaces on the vine with a single image map and make them look
different by using uniclue base colors with transparent image maps.
3. Now apply the texture map to the bump channel as a planar map on the
y-axis. Then set the bump value to 100 percent. Now set the diffusion to
70 percent, specularity to 35 percent, and glossiness/hardness to 25 per-
cent.
4. Now copy this surface to the vineleafvein surface.
5. Next, select the vineleaf surface and set the color to RGB 47,121,0, then
apply clover.jpg file to the color channel as a planar map on the y-axis. Size
the texture. to the surface. Then set the opacity to 80 percent. This adds a
yellow-green hue to the leaf.
6. Then apply the texture map to the bump channel as a planar map on the
y-axis. Then set the bump value to 100 percent. Now set the diffusion to
70 percent, specularity to 35 percent, and glossiness/hardness to 25 per-
cent.
7. The vine is now surfaced. The next step is to size it and clone it. We want
to create a grid of four vine patches under the water. Scale the vine patch
so it’s one-fourth the size of the pond object, move it to the upper left cor-
ner, and place it just above the pond floor. Now, clone the vine object, rotate
it 90 degrees clockwise, and place it next to the original, overlapping it
slightly, as shown in Figure 10.9.
8. Clone the original vines object again, rotate it 90 degrees counterclockwise
and place it below the original, overlapping it a bit.
9. Create one last clone, rotate it 180 degrees clockwise, and place it in the
lower right corner to complete the vine grid shown in Figure 10.10.
10. Great, now save the scene and do a test render. You should have some-
thing similar to Figure 10.11.
Now that looks better. We have some chaos under the water’s surface. Notice
the high level of detail the ground cover provides. It adds a great deal of depth
to the scene, of course, but for cloudy Water we can see the vines too clearly,
which means we need to make the water more cloudy the farther down we go.
Cloning the vines.
This may seem like a daunting task, but it’s really not that bad. You might con-
sider using volumetric shaders to add a fog to the water, but that is very
resource intense and requires a great deal of tweaking to perfect. Fortunately,
there is an extraordinarily simple technique for adding water depth. Let’s take
a look at how it’s done.
Figure 10.11 Testing the pond floor detail.
Water depth is the most critical detail of photorealistic ponds. Water gets
cloudier the deeper you go. Clear water is very artificial. le some moun-
tain springs may be clear, standing water is rarely clear because there is no cur-
rent to move the dirt away. It simply hovers near the bottom of the pond
making it difficult to see the bottom of the pond. Adding this cloudy effect will
make your 3D ponds incredibly realistic. It will also limit the amount of detail
you need to create on the bottom of the pond since it will be obscured by the
cloudy water.
Okay, so what’s the best way to create cloudy water? Well, we‘ve already sur-
mised that particle systems and fog aren’t the best choice, so what’s left? Poly-
gon planes. We can create amazing photorealistic cloudy water by merely
cloning our water object and stacking the clones vertically under the original.
While it’s an incredibly simple technique, the effect is very realistic. The layers
of transparent water objects will gradually obscu our vision as the light
passes through them. To get a better idea of how works, let’s add some
cloudy water to our pond.
1. Load the pond object into your modeling program. Then select
object and create eleven clones under it as shown in Figure 10.12.
2. To surface the water properly you’ll need to give each water layer its own
surface so you can edit them individually. Select the first clone under the
original water object and name it lily water 1.
3. Now rename the rest of the water layers, numbering them sequentially.
4. Next, save the object as pondcloudy and replace the pond object in your
rendering program with this object.
5. Now change the transparency of the lily water surface to 80 percent. You
want the water to be more transparent since you’ll be using layers to make
the water cloudy.
6. Next, copy the lily water surface to the lily water 1 surface. Then set the
transparency to 70 percent.
7. Then set the specularity to 0 and the glossiness/hardness to 0. You don’t
want the water below the surface to be specular since only the surface is
specular. A specular highlight going into the water would be very strange
and unrealistic.
1. Load the pond object into your modeling program. Then load the grass.3ds
object in the chapter10 folder on the companion CD-ROM.
2. We’re going to clone this blade of grass to create some chaotic grass under
the water. First, you need to size the grass so it just penetrates the pond
floor and stops just below the surface of the water as seen in Figure 10.14.
3. Now clone the blade. Using your clone tool, set the number of clones to 360,
then set the y rotation to a minimum of -35 degrees and a maximum of 180
degrees. You should now have a chaotic patch of grass like the one shown
in Figure 10.15.
4. Now save the object as watergrass and then load it into your rendering
program.
5. You need to surface the grass now, which can be quickly done by copying
the vine leaf surface to the grass surface. Of course, you need to change the
The grass patch.
color of the grass to be a little more yellow. Set the base color to RGB 107,
255,9. This will make the grass a lighter green-yellow.
6. Save the watergrass object and do a test render. You should have something
similar to Figure 10.16.
It looks great doesn’t it? The grass has added even more depth to the pond.
Notice how the grass closest to the surface is clearly visible while the base of
the grass is completely obscured by the cloudy water below. The combination
of the low ground cover, and the tall grass really adds great depth to the pond.
About the only thing we need now is a fish swimming around in the pond. We
probably could go on adding detail all day long, but you get the idea. When
creating a pond you want to create a lower level detail and then something on
the upper level closer to the surface, and of course, something on the surface is
good, too. Something like a lily pad, some fallen leaves, a water bug, or even
algae would be great surface detail.
It’s important to consider the type of pond carefully before you start adding
the details. The good news is the details really aren’t that difficult to add. The
real key is to take it a step at a time. Don’t try dropping everything in at once.
First, test the water surface, then add the bottom detail, and finally create the
murky water. As a finishing touch, you can add the top surface details like lily
pads and leaves. You don’t want to add the surface details until you have per-
fected the water. Otherwise, it can make it very difficult to test the water.
Water grass.
Well, that about does it for creating photorealistic ponds. As you can see, it’s
really not that complicated to re-create the murky waters of real ponds, it’s
simply a matter of using a few simple tricks such as image mapping the water
and using layers of water to add depth.
It would appear we’ve run out of pages. It looks like this will do it for our
exploration of advanced photorealism. Naturally, there is a great deal more we
could cover, but unfortunately we can only squeeze so many pages in a book.
Of course, the techniques we covered in this book can be used to create count-
less photorealistic effects. Don’t limit yourself to simply the examples we
explored in this book.
Well, until we meet in the next book on photorealism, keep it real! Be sure to
send me samples of what you’ve done using the techniques we’ve covered in
this book. You can reach me at komodo@home.com. I’d love to see what you’re
3D photorealism.
eling Textures C
Marlin Studios
www.marlinstudios.com/
More than 300 textures created specifically for image map modeling by
renowned author and artist Bill Fleming. This CD contains images of many
industrial elements including windows, doors, water mains, walls, man-
hole covers, sidewalks, steam vents, and countless others. These are the
only 3D textures in the world that are edited specifically for image map
modeling. All shadows, reflections and other undesirable details have been
edited out of the images. Resolution: 3 sizes each-Large avg. 1280 x 1024.
Some as large as 2000 x 2000.
ess Textures You Can Really Use C
Marlin Studios
www.marlinstudios.com/
More than 250 seamless, tileable textures, all hand-created from photos of
real-world objects. Great all-inclusive, general-purpose-use collection. In-
cludes 193 m a t c h i n g bump maps. Average resolution: 640 x 480 pixels
Seamless Textures2-Rustic Exterior Surfaces CD-ROM
Marlin Studios
www.marlinstudios.com/
Includes 310 seamless and tileable textures, all created from photos shot in
remote, rural areas. Includes plenty of aged doors, windows, concrete, rust,
woods, and much more. Also includes 310 matching bump maps. Resolu-
tion: 3 sizes each-Large avg. 1280 x 1024.
Seamless Textures3-Ultimate Interior Surfaces CD-ROM
Marlin Studios
www.marlinstudios.com/
More than 300 never-before-released textures and an extensive interior
color guide, all created by renowned author and artist Bill Fleming. The
product is the third in a series of photorealistic, seamless textures collec-
tions created for use by 2D and 3D graphics artists. Resolution: 3 sizes
each-Large avg. 1280 x 1024. Some as large as 2000 x 2000.
City Surfaces (CD-ROM)
Artbeats
www.artbeats.com/
City Surfaces is a collection of high-resolution building, street, storefront,
and building material textures. Accessories include signs and manhole cov-
ers. There are also sky textures for “pasting into” reflecting from high rise
windows. Images also have corresponding bump and reflection maps
when applicable. Taken from drum scans of medium format transparen-
cies. For PC, MacOS, and UNIX rendering applications. This professional
collection will give designers and game developers the extra realism
needed for creating striking virtual environments.
otoreality Texture Collection (CD-ROM)
3D Cafe
www.3dcafestore.com/3dcafe/phottexcol.html
Photoreality is a collection of seamlessly tileable, royalty-free 24bit tex-
tures in Targa format designed for use in 3D modeling and as a base for
your own textures. They can be used in games, art, Web pages, and other
such works, but they may not be redistributed as part of another collection.
he companion CD-ROM contains a variety of support materials for the tutori-
als in this book. There are ten folders on the CD-ROM, one for each chapter of
the book. In these folders you will find support files, models, and image maps
for the exercises you will perform. You will also find a folder named figures
that features all of the figures for that chapter in color JPG format. I highly rec-
ommend you take advantage of these figures when reading the chapters.
The support materials for the exercises discussed in this book are provided in
a common format that can be used by any program on any platform. The mod-
els are provided in ten file formats:
LWO
3DS
DXF
COB
HRC
VIS
3DMF
The images are provided in JRG format as well as Photoshop PSD files.
You will, of course, need a 3D program to take advantage of the exercise mod-
els found on the CD-ROM. Any 3D program is fine since the models are pro-
vided in LWO, 3DS, DXF, COB, MAX, IMA, OBJ, HRC, VIS, and 3DMF formats.
You will also need a painting program such as Photoshop to open the image
files, which are in JPG format. There are also a few Photoshop files found on
the CD-ROM for use with the exercises. If you don’t have Photoshop you can
use Fractal Design Painter, Corel’s Photopaint, or even Paintshop Pro.