| To get this image that we want to make applied to the object correctly, it's necessary to select the "From Top" view in the view controls of the camera. | ![]() |
| Well crap, that don't look right! I want to see the whole object. So we need to zoom out from the model. | ![]() |
| Click the Zoom controls until you get the object to fill as much of the window as possible and still see it all. | ![]() |
| Ah. Much better! | ![]() |
| Now do a render of the object. |
|
| Taking the flat shaded preview into a photo editor provides not only a base to paint on, but it lets you see where to put added detail in your image! This is not a tutorial on using your photo-editor...suffice it to say you should do either a color mask or color wand mask of the blue areas and change that area to black. Then crop the ship as closely to the image as possible with your image cropping tool. | ![]() |
| Next resize the image 'til the larger portion of it is around 500 pixels. Then color it 'til it suits your taste using semi-transparency tools, pens, etc... Then save this file as channel1.bmp. You can use any name, as long as you know what your are looking for. | ![]() |
| Invert your mask
selection. Paint the black background white. (It's really not necessary to do that, but it
prevents any unwanted background color from being rendered because it will be transparent.
However, you could have just left it black.) Resize the image 'til the larger portion of it is around 500 pixels. Then save this file as channel2.bmp. You can use any name, as long as you know what your are looking for. Channel 2 can be used to make a bump map and determine what areas of your image map will be visible. |
|
| Remember that
whatever part of your image is white in channel 2 of the 2d picture editor will be
transparent and what is black will be rendered. Also, whatever is black in channel 2 will be the indention in a positive bump map (or a raised section in a negative one). |
![]() |
| Positive
Bump--drag left
Negative Bump--drag right
|
| Go to the material editor for the object by clicking the "M". | |
|
![]() |
| Now the 2d Pict editor is open | ![]() |
| Click one of the gray squares and find your channel1.bmp and apply it. | ![]() |
| Click Load for
channel 2 and find your channel2.bmp and apply it. Select OK. This is just one of the several ways to do this operation. |
![]() |
| When back to the material editor you need to change the mapping of the object's material. Remember that we did a "top" render of the object before making the image. So it is logical that we apply this material to "Object Top". | ![]() |
| We aren't done in the material editor yet. We need some bump mapping to make this thing look real! Let's work on that. Drag the Bump slider to 100% (you decide for your image). Next, we have bump mapping on channel one..but that's not enough. Hold down the Ctrl key and select channel "B". We now have bump mapping on two channels. | ![]() You can do this with any of the channels A, B, C, or D for any of the editor options (diffuse through refraction). You can even use all four channels at once, just remember that there is such a thing as overkill . |
| Let's apply a second appropriate bump map on the second channel. | ![]() |
| I chose the techno city 2 preset as the channel 2 bump map. | ![]() |
| I didn't like the
scaling of the original preset material in channel "B". So I resized
it. Click the first button in the "B" channel, then drag the appropriate control to suit your taste. I resized the bump map. Some call this changing the frequency. |
![]() |
![]() |
Save this file so you can later use it.
| You may want to visit some other tutorials. I suggest you visit Peter Sharpe's "Dressing up the dxf" tutorial. |
This is not meant to be an all inclusive instruction on every possible way to have made the final image or produce the desired results. Bryce offers zillions of wonderful ways to replicate, multireplicate, reposition, etc. in its powerful interface. Experiment!
Post your images on the web and get advice and/or win awards
Bryce Forum | Digifad | Renderosity | 3D Commune