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rycetech: Texturing Imported Objects Part 1
Brycetech: Texturing Imported Objects for Bryce 4
hen importing models into Bryce, the textures do not import. In this tutorial you will be introdu
a way to texture imported objects with the image maps that come with them.
any models created in other programs include images that were used as image maps. These ima
aps may be in any format. (e.g. .bmp, .jpg, .tga, .iff, etc.). The setup files that come with some
ghtwave files will load the objects into the correct place, but even these will not import the imag
aps and apply them to the model in Bryce.
this tutorial, you will be shown how to apply your image maps to a model. Since I am very
nclear on the rotating and repositioning of image maps in the Material Lab, I will show you how
position an image in your image editor so that you can easily apply it without a lot of headache.
he model that will be used in this tutorial is the Starfury from the television Babylon5 series in
ghtwave format. When I found this model, I did not like many of the image maps that came wit
e file. I had found several MAX files that had excellent image maps and I decided to use many o
ose instead of what was originally downloaded. So remember that you can shop around if you do
ke the ones included with a download or, even better, make them yourself!!! Since many people ot open .iff files (not to mention that Bryce4 doesn't import .iff files), all of these image maps wer
nverted to .jpg format.
nyhow, first it will be necessary to download the model to your MY DOCUMENTS folder. It is b
download to the "My Documents" folder, but if you do not, you can still perform the tutorial.
ick the thumbnail below. THIS TUTORIAL MODEL WILL ONLY IMPORT INTO BRYCE 4
rry everyone else!!!
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rycetech: Texturing Imported Objects Part 1
You need both files for this tutorial.
Click Thumbnail to
Download Starfury1.zip
(the Model for this
Tutorial 231 kb)
Click Thumbnail to
Download Starfury_tex.
zip (the textures for this
Tutorial 298 kb)
Download the fileALL PICTURES BELOW HAVE BEEN REDUCED IN SIZE OVER 60% FROM THE
DOWNLOAD TEXTURES!!!
With this download you will get the following files.
All of these files may not be used in your final image, however a brief description what each one
ollows.
Thruster_Fin_Small.lwo
One of the fins in of the model. As the name
ndicates it is the small thruster fin at the rear
f the ship.
Thruster_Fin_Large.lwo
One of the fins in of the model. As the name
ndicates it is the large thruster fin at the rear of
he ship.
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http://c%7C/Documents%20and%20Settings/boo/My%20Documents/Brycetech/download/starfury1.ziphttp://c%7C/Documents%20and%20Settings/boo/My%20Documents/Brycetech/download/starfury_tex.ziphttp://c%7C/Documents%20and%20Settings/boo/My%20Documents/Brycetech/download/starfury_tex.ziphttp://c%7C/Documents%20and%20Settings/boo/My%20Documents/Brycetech/download/starfury_tex.ziphttp://c%7C/Documents%20and%20Settings/boo/My%20Documents/Brycetech/download/starfury1.ziphttp://c%7C/Documents%20and%20Settings/boo/My%20Documents/Brycetech/download/starfury_tex.ziphttp://c%7C/Documents%20and%20Settings/boo/My%20Documents/Brycetech/download/starfury_tex.ziphttp://c%7C/Documents%20and%20Settings/boo/My%20Documents/Brycetech/download/starfury1.zip -
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rycetech: Texturing Imported Objects Part 1
Starfury.lwo
The actual body of the model.
F_Innerwing.JPG
One of the wing image maps.
Flu.jpg
One of the thruster image maps.
Fluspec.JPG
One of the thruster image maps.
Furystandard.JPG
One of the wing image maps.
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rycetech: Texturing Imported Objects Part 1
hullmap.jpg
A map to give the body texture.
F_enginpanels.jpg
A map to give the engine texture.
urySheridan.jpg
An alternate map for the top of the ship.
Topwing_upper_Col_Black_Omega.jpg
An alternate map for the wings.
Bottomwing_lower_Col_Black_Omega.jpg
An alternate map for the wings.
Starfury.txt The model maker's notes.
This file is required to be included for me to b
able to distribute the model. However, the no
in this file are not applicable to this model
because I changed the file majorly so I could u
it in Bryce4.
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rycetech: Texturing Imported Objects Part 1
Starfury_Setup.lws The big setup file. This will be discussed in
detail later.
Go to Part 2 of the texture tutorial.
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rycetech: Texturing Imported Objects Part 2
rycetech: Texturing Imported Objects for Bryce 4 Part 2
et your File into Bryce
Once you have unzipped the file, preferably to
the "My Documents" folder of your C: drive.
( i.e. C:/My Documents) you will need to import
the object. This is a Lightwave file that comes
with a scene setup file. The scene setup file is
called Starfury_Setup.lws. So in the usual
fashion, import the object Starfury_Setup.lws.
If you saved the file to the C:/My Documents
folder, it will open flawlessly and place the
three .lwo files in the correct position. If
however you did not save it to that folder, you
will get an error message. Simply click OK and
find the Starfury.lwo file on your computer. It
will then load flawlessly.
Click OK and find Starfury.lwo if you see this error
Once done with importing the object, save the file as a Bryce file to prevent seeing this error again.
Now you have the model into Bryce. Once any
imported model comes into Bryce, you should
ALWAYS smooth it.
It will be necessary to pick a sky setting for the
model now because the Lightwave file is very
dark.
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rycetech: Texturing Imported Objects Part 2
egin Texturing
Many of the files that I have downloaded have applied excellent naming practice. This tutorial file names t
meshes quite well. Remember that you can select any mesh by name just like you selected all meshes.
We now have all the preliminary steps done to the
model, but is quite uninteresting. To rectify this
roblem we can apply one of the image maps to all of
he meshes to get some textures started.
hullmap.jpg
t is always a good idea to know what the image maps look like so you can apply them. Remember that the
mage map called hullmap.jpg was a nice texture, so that is what will be applied.
elect all meshes.
here are lots of ways to put your image maps into
ryce. However, in this tutorial we will add them one
t a time as we need them.
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rycetech: Texturing Imported Objects Part 2
elect the "M" and get into the Material Lab. Select
he ambient, diffuse, and bump channel A in the
material editor. Channel A will open. Now you can get
o the 2D Pict Editor.
Apply the image to the 1st and 2nd channel of the 2D
ict Editor.
et the diffusion, ambience and bump map to suit youraste.
The settings I used.
Apply map to object space.
Now you have the start of a texture on the ship.
y selecting all meshes, we made sure that every objectad at least some kind of texture. This is a large model
nd is rather difficult to texture each part individually.
You may find it necessary to ungroup the ship.
Remember that the Starfury Null 1 sphere controls the
hip's orientation and size.
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rycetech: Texturing Imported Objects Part 2
dd Rough Coloring
There are several parts of the model that are
black. So select those parts and give them adiffuse black color.
The mesh object name is Starfury Black_3.
I didn't like the look of the interior of the ship,so I applied a black glass texture to the glass.
The mesh object name is Starfury Windows_3.
Feel free to take artistic license with any model
you download.
Go to Part 3 of the Texture Tutorial.
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rycetech: Texturing Imported Objects Part 2
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rycetech: Texturing Imported Objects Part 3
Brycetech: Texturing Imported Objects for Bryce 4 Part 3
ngine Details
Now start adding some detail to the engines.
Again we will use one of the image maps that
was downloaded. In this case, it will be
_enginpanels.jpg.
The object mesh names are:
Starfury Engine 1 darker_3
Starfury Engine 2 darker_3
Starfury Engine 3 darker_3
Starfury Engine 4 darker_3
Apply the material as you did before by clicking
he same options in channel A and applying the
mage map as shown.
Apply the material parametrically.
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rycetech: Texturing Imported Objects Part 3
After I had applied the material and did a
ender of the engines close up, I decided to
hange some of the attributes in the Material
Lab.
Remember, as you texture a model there will be
ieces that you don't necessarily like the texture
f. That is where you will need to open theMaterial Lab and play with settings until you
each a texture for the object that you like.
The Material Lab pictures are meant only as a gui
not for you to use as an exact setting. However,
you want to you can read the numbers by lookin
very closely at the pictures.
eginning Detailed Mapping
The ship is beginning to take shape, but it is still rather bland in the wing area. There are 2 files
that are made to texture the wing areas. These files aren't exactly scaled correctly, however they
do serve the purpose.
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rycetech: Texturing Imported Objects Part 3
Furystandard.JPG
F_Innerwing.JPG
Starfury Topwing_1
(with current mapping)
Starfury Bottomwing upper_1
(with current mapping)
Notice the orientation of the files above. This is necessary to apply the textures without a lot of
headache in the Material Lab. The files are exactly the same orientation as the objects we intend to
apply them to from top view. If you switch to top view, zoom in and do a quick render of the objec
you can see that the maps match the object orientation. Therefore you can apply the material from
object top very quickly and easily.
Remove the current material from the object and add the new one to it from object top. I decided
that I did not like the bump map for the new material so I used the bump from the hull map image
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rycetech: Texturing Imported Objects Part 3
If the image map had been in a different orientation from the mesh as indicated above, it
would have been easier to open an image editor and rotate the map within it.
When doing this rotational comparison between the mesh and the image map on a model of
your own, be sure that the mesh's rotation is 0, 0, 0 in all planes! If the orientation is
different than the picture's rotation. Open your image editor and rotate the image map to
match. Rotating in an image editor instead of in the material editor will save you TONS of
headache later and is way easier than doing it in the material editor! (in my opinion)
These are the settings used for the Starfury Topwing_1, Starfury Bottomwing lower_3, and
Starfury Topwing lower_3 meshes. (i.e. all but one of the wings)
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rycetech: Texturing Imported Objects Part 3
These are the settings used for the Starfury Bottomwing upper_1 mesh to give some variation
to the ship. Notice the different mapping for the F_innerwing map.
Go to Part 4 of the Texture Tutorial.
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rycetech: Texturing Imported Objects Part 3
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rycetech: Texturing Imported Objects Part 4
Brycetech: Texturing Imported Objects for Bryce 4 Part 4
our turn to fix the image map
The flu meshes are the next to texture. Here I purposely supplied you with a map that is not
orrectly oriented. It is your task to properly orient it so that it matches the orientation of the flu
when at the rotation coordinates of 0, 0, 0. The images below represent the proper orientation of
how the maps should look once you edit the rotation of the one that is wrong. Once you determi
which of the two image maps is rotated incorrectly, rotate it in your image editor to match the
orrect orientation.
SF Thrusterfins Small_3 SF Thrusterfins Large_6
Fluspec.JPG
Flu.jpg
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rycetech: Texturing Imported Objects Part 4
Image mapping used for the large fins.
Image mapping used for the small fins.
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rycetech: Texturing Imported Objects Part 4
Apply the materials to the Large fins and the small fins.
Hey guess what? You just finished mapping this model! Nice job by the way.
Remember that you can alter a texture to suit your own taste. Don't just accept the oneincluded with a model. You can use a different one that you like better.
For some more space ship textures to apply to your starfury (or other model), you may
want to visit the spaceship textures tutorial and download some more.
Go to Part 5 of the Texture Tutorial.
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rycetech: Texturing Imported Objects Part 5
Brycetech: Texturing Imported Objects for Bryce 4 Part 5
eview
What did you learn in this tutorial?
Page 1
Here you were shown what each image map looks like. This is necessary for you to be
able to apply each one to the object (whether it be this one or any one that you
download). It is possible to skip this step, but why would you want to? You need toknow what each image map looks like, its orientation, its shading, and its potential for
use in bump mapping and diffuse coloring. I strongly recommend looking at ALL image
maps that come with a downloaded model. Also, once you have the object into Bryce,
select each object and go to solo mode and look at how the model was created. This will
give you a far better idea how to handle the model.
Why were you given furySheridan.jpg? This
hould be easy to figure out, but just in case you
haven't here is why. This can be used in place
f the image map you applied to the top wing.
t will give you some really cool variations to
our model. It is also meant to drive home the
act that you can create your own image map to
pply to a mesh.
t might be interesting to see your name in the
orner and maybe some other color
ombination for the ship.
An alternate map for the top of the ship.
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rycetech: Texturing Imported Objects Part 5
Topwing_upper_Col_Black_Omega.jpg
Another alternate map for the wings.
Bottomwing_lower_Col_Black_Omega.jpg
And even another alternate map for the wings.ust be sure to give some bump mapping to the
model when using flat textured images. For
nstance, use these as diffuse color and hullmap.
pg as the bump map.
Page 2:
Here you were shown a little bit about Lightwave model files and the setup files. It's a
really good idea to know what the extension in a file means. For instance, knowing that .
lwo means Lightwave object and .lws is a Lightwave scene which will place all of your
objects is very valuable.
You were also shown what will happen when the Lightwave setup file can't find an
object. However, you were not shown how to permanently stop such errors. So let's
tackle that here.
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rycetech: Texturing Imported Objects Part 5
Open the file Starfury_Setup.lws in a word editor. For instance, open it in Notepad
(which ships with Windows)
When you open the file you will see lines like this in the file:
LWSC
1
FirstFrame 2
LastFrame 30
FrameStep 1
FramesPerSecond 30.000000
LoadObject C:\My Documents\Starfury.lwo
ShowObject 7 7
ObjectMotion (unnamed)
91
0 0 0 0 0 0 1 1 1
0 0 0 0 0
EndBehavior 1
ParentObject 10
ShadowOptions 7
There is more to the file than that, but this will serve as an example.
Notice the line that says: LoadObject C:\My Documents\Starfury.lwo
See that it says LoadObject...that means the setup file is looking in the folder
C:\My Documents for the Starfury.lwo file to load to the scene. Since you most likely
didn't save the file in this folder, the error will appear that states the setup file can not
find the object. All you have to do is change every line that begins with LoadObject to
the location on your hard drive where you saved it.
For example:
LoadObject C:\Some Folder Combination\Starfury.lwo
Then the setup file will know where to find the file. Be sure to change ALL the
LoadObject commands. Then just click "Save". Don't change the extension from .lws.
Now Bryce will open the file for you without a problem.
This really isn't necessary, but if you don't like seeing an error message every time you
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rycetech: Texturing Imported Objects Part 5
use the imported object, this is how to get rid of it.
You were also reminded in Page 2 to smooth your imported objects. It's a big
disappointment to render a scene and see the object is faceted and unsmooth.
Don't forget the little tip about the Starfury Null 1 sphere. I'm not sure if all Lightwave
objects have such a control. If you have trouble with moving, resizing, or rotating an
imported object be sure to look for such a controlling object in the model. If you don't
have one, you may want to make one.
All you need to do is:
create a sphere in the center of your model
then select all meshes
select the "A" for attributes
go to the linking tab
and select the sphere you created from the list (be sure all 4 linking options are
selected)
Also it's a good idea to put some texture on all of the imported meshes to start even if you
are going to change it later. It's quite a pain at times to locate some small insignificant
mesh later if you forgot to put some kind of texture on it.
Page 3 showed you to how to look at the orientation of objects as compared to the image
map you intend to apply to it. Just remember to set your object's attributes for rotation
to 0, 0 , 0 for all planes and zoom in on it from top view to see how it is orientated. Then
you can see how a texture should be oriented so that you can easily apply it from the top
of the mesh.
Part 4 gave you a chance to rotate the incorrect map to match to orientation of the mesh.
If you did it on your own..GREAT!!! But if you didn't, here is what was wrong.
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rycetech: Texturing Imported Objects Part 5
Fluspec.JPG was oriented wrong when compared to the mating object meshes SF
Thrusterfins Small. You needed to rotate the material map 90 degrees then save it. This
could have been done directly in Bryce, but I believe it is faster this way.
ite Note:
fter you texture this model as many ways as you can imagine, find some others on the internet to
xture. If the models that you download do not come with textures, create your own or you can gme from the spaceship texturing tutorial. Apply the same basic rules that were illustrated here
xture your own imported meshes.
ave fun texturing your own models!
his is not meant to be an all inclusive instruction on every possible way to have made the final im
produce the desired results. Bryce offers zillions of wonderful ways to replicate, multireplicate
position, etc. in its powerful interface. Experiment!
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