Hello and welcome to this new animation master tutorial about
how to texture stuff.
And we are not going to have a look at
materials at the moment.
We are going to have a look at decals, textures
and how to handle that.
There are different kind of ways to do something like
that and texture stuff.
And so we are going to have a look at
different approaches in this tutorial for the first time.
The first thing I’m going to cover here is just
a very basic box like this.
It’s really just all the different sizes here, sides here.
And in the end we are going to give it
a color for each side.
You wouldn’t have to do it in this case with
the texture, but I’m just going to show you what
is going on there.
And so you should be able to more or less
use that to do other stuff with it.
Okay, so first off what you need is some kind
of a decol.
I’m going to reload this because I changed it.
And if we have a look at that, it’s more
or less something like an UV map.
More or less from other programs.
Animation Master does UV maps.
You can do that, but it’s a little bit different
than maybe in a polygon model or something.
But we are going to have a look at that
and I will show you a couple of different things
here.
So first off, as you can see, each of the
sides we are going to have here for this, for
this box in the end has its own little part
here on the map and we are going to use
it.
The map is just a pixel map created in Photoshop
for instance, like this.
Okay, so first off, just drag and drop this now
to for instance the model here and use decol.
We are going to use that.
Okay, now resize it.
If you are pressing shift while we are resizing it,
you’re going to be able to do it in a
rational way.
So more or less that the ratio is preserved.
And we are going to try to match the size
a little bit.
Something like this, for instance, I tend to leave a
couple of seam helpers outside.
So something like this would be nice.
You wouldn’t have to do it.
You can even change that afterwards if you want to.
But let’s do it like this.
And as you can see, we are now putting this
part of the texture on our model underneath.
As you can see there is some model underneath.
Now just double click or use right click apley or
apply in this case.
And as you can see, we have put on the
color of our texture there to our model.
If there would be something on the texture on this,
it would of course show up too.
If you have this button activated at least.
So show decals should be on.
Okay, so this is the first one.
And if you have a look at the newly created
decol at this point, you see that there is an
image now and there are stamps for the image and
the stamp is more or less what we are looking
at.
One stamp was.
Yeah, like more or less a post stamp or something
is something that you project on your object and that
will stay there.
So if you are for instance moving around this point
or something, it will still be connected to that and
will move with it.
So it’s not a projection or something, but a stamp
in this case.
And yeah, and as you can see, this is more
or less the first part.
And now we would have to go through each of
them.
This is a manual approach.
Just to let you know, we have a different one
too.
This is more or less the front of the box
here.
So two in this case on the keypad or if
you want to have a look at this, it’s front
view.
So the front of the box.
Now we can for instance go to the back view
or whatever you want to achieve there and go through
it.
If I’m having a look here, we are not going
to go with the back view or we could.
It’s a green one, so we can of course do
that too.
It doesn’t really matter in which order we are going
to do that.
So let’s go to our back view in this case
and I’m going to put it here more or less
the same size would be cool.
Don’t resize.
That wouldn’t be good.
You can of course use a resizing tool and stuff
like that too if you want to, but I wouldn’t
in this case because it’s not very helpful.
So this is a top view at the moment.
So let’s see where we are going to put that
one.
Top view would for instance be the red one for
us.
Now that’s up to you.
If you use this or any kind of other options
there, it doesn’t really matter.
And the bottom view would be the brighter blue color.
So let’s see.
Bottom is this.
We should of course name our stamps in this case.
It’s just helpful later on.
You don’t really have to, but it’s helpful to have
that.
And this was front, bottom, top.
Now we are at the bottom at.
Oh, sorry, this wasn’t button.
This was front and behind or something.
What Is this called back view? Sorry, back.
Okay, then we are going to have to go to
that part.
Okay.
And we are going to use this in this case.
Put it on there too.
Okay, now we have one part around or whatever, or
one slice around.
If we are now going to the front view again,
the next part would be this one.
So this is a right part, if I’m not wrong,
probably at least.
Right? Yes.
And now we are going to add that one too.
Could be this, could be this.
Whatever you want to.
I’m going to use the yellow or orange one in
this case.
Okay.
And now go to the other part.
Same thing again like this as mentioned before, try to
match the size a little to.
And now we should be through it.
So this is bottom.
Then we made the right one and I think this
is the left one.
Okay.
As you can see, you can name all your different
stamps just to be able to use it later on.
And if you want to have a look at the
UV map now you can go to the decol here,
right click and go to edit.
And as you can see, this is our UV mapping
in this case with the seams and stuff like that.
You don’t have to do it.
As I mentioned before, you can keep the seams out
of this and just do it like putting all together
there.
This would be the manual approach to do something like
this.
Okay, now we have a fully colored box in this
case and it would be nice.
And of course you can do the same with something
different.
For instance, with a box two in this case.
Box two is just the same thing, but it’s subdivided
one time.
And the good thing about it is of course you
can do exactly the same here too.
Put everything on there and it should work too.
Of course you wouldn’t do it now with just one
of those, but you would do it with several of
those in this case.
This is of course a pretty manual approach.
And so we are going to have a look at
a different thing.
We can do the next thing.
Especially if you have only very few patches available, it’s
going to be much easier.
Let’s call this box 1B.
If we are going to copy it over here.
Get rid of this.
Okay, and have a look at this.
Now you can just go give for instance your box
some kind of a color or whatever.
You don’t have to at least, but I like to
do it because it’s easier to see what’s happening there.
So if we are going to give it a color,
we can now go to this and use Bake Surface.
Bake Surface does nothing else but creating its own decals
in the end takes a little, sometimes pretty long.
Okay.
And as you can see, we have a couple of
different new textures available now with specularity, intensity and stuff
like that.
We are not going to use that.
The only thing we are going to use is in
the end the color part.
I’m not going to go into the depths with all
the maps types and stuff like that that are available.
We’re not going to use that.
We are just going to get rid of everything else
and just use the color part here.
Okay.
If you did that, you can for instance save this
to wherever you want it to be.
In this case it’s saved close to the project.
I’m one who likes to put it in here, but
it doesn’t really matter.
And now this should be fine.
As you can see, nothing changed, more or less.
So the good thing about it is we can now
just give for instance this a different color.
And as you can see, the decol is overwriting our
color mapping of the object itself.
So if we have a look at the UV map
again, as you can see, it created an automatically aligned
UV map, but not in the standard way.
You may already know, but it’s more or less all
uniform sizes of these UVs, which is pretty fine for
this case and scenario.
You don’t have to worry much about it.
You just would have to find out which of these
is more or less the part you want there.
And it would still be working and would be pretty
fine.
But the problem about something like that is not with
boxes.
If you are going to go to the more complex
parts, like the Waze, for instance, this might already be
trouble.
So let’s see.
Going to the race in this case, it’s much more
helpful to use a different kind of mapping for your
decolon.
So let’s have a look at what we are going
to do here.
I’m going to just create a new one and in
this case it’s important to know, or good to know
at least that you will need something that is more
white than inside.
So let’s say we’ve got maybe something like this and
in this case we can do the same again.
I’m just going to give it some kind of a
gradient.
In this case it’s not about being nice or looking
nice, it’s about showing you what’s going on.
So this is a gradient in the pixel map then.
And we are going to use that.
Put it as a JPEG out.
You can of course use different kinds types here.
Best ones are jpeg.
You can use PSDS as its own.
I’m not using it for the reason I didn’t do
it before.
But you can use it nowadays.
JPEG would be fine.
PNG is fine, TGA is fine.
Those are the best ones, I think TIFF is too.
But use tga, JPEG or PNG for most of your
stuff.
That’s just the common file formats which are more or
less supported by everybody.
And so we are going to use that.
And in this case I’m going to call this race
color.
So it’s a color map of the Waze.
And now we can just import that again, put it
here, decol.
There we go.
What you need to do, or what you should do
in this case is now you should change the application
method to cylindrical.
In this case is probably the best one.
So use this one.
And now we can for instance, put it somewhere here.
And the important thing is that.
And this is now more or less going from one
color to the other.
And then you have a seam, of course, because think
of it like this.
This is one side of the map and this is
the other side of the map.
And if they are not matching each other, you are
going to have a theme.
So what you can do for instance is in our
case, we could do something like this.
I’m going to resave that now, so just save it.
I did it with a shortcut of the keyboard, in
this case, reload the image.
And as you can see, we got our seamless texture
on it.
This is because this is a lathe object.
So there are different kind of application methods.
You can change them afterwards too.
So as you can see, we have application method cylindrical,
planar.
So this is the stamp way, the normal way, and
spherical.
Those are pretty fine for exactly the objects we want
to put there.
Some people, like Robert, for instance, use that in a
more extensive way.
So they are often using the texture itself with cylindrical
mapping all over the place there.
I’m not that much into that.
But you can do it.
It doesn’t matter.
It helps in some situations and it’s very, very easy
to apply them.
And the problem is something like this cannot be mapped
like that, for instance, in the TOM model here.
It’s just too complex and in many situations this might
result in different kind of problems.
So how to more or less unwrap this or do
something with it? There are different approaches to unwrapping, of
course, can be done.
And so if you want to do that you would,
for instance, just hide everything else that you’re not working
on.
Like this, for instance.
And now you could.
There is something missing.
Give me one second.
This too, please.
Yeah.
Okay.
So in this case you would for instance use Sarah,
use Tom.
You would do a new texture on him probably.
So let’s do that too.
Something like this, you would use that.
Save it out.
I’m calling it tomcolor.
Put it in there.
And now we are going to import it back in,
putting it on here, going to decol in this case.
And as you can see more or less, this is
already a UV mapping.
Maybe not the best one, but I’m going to show
you how to do it in a different way later
on.
Now just make sure that Tom is covered.
And in the end this is only the front view.
So think about it as you need twice as much
at least.
So make the map a little bit larger.
Something like that should be fine.
In the end you could use a non vertical whatever
so that it’s not this kind of a shape.
But you could for instance do it with a rectangle
shape too.
Let’s do that.
Why not? It doesn’t really matter.
It’s easier to understand then.
So let’s do this.
We are not constraining properties and we are going to
go with 720 or whatever.
That’s maybe a little bit too low.
No, we are going to want half of that.
So it’s probably something like this.
Or in this case we can just go with this.
Okay, so now just resave that wrong dialog and put
it in again.
Reload the image.
We got it.
Put it in here.
Make a decolon, put the decal in the right size
here, for instance, something like this.
Give it a little bit of space because later on
we are going to use that.
And now, for instance, you can do that very important,
zoom in as much as you can, because very small
patches, for instance, are not covered otherwise.
So really do it as much as you can and
everything that is visible at the moment should be covered
now.
And if you do that, we can have a look
at.
I think the first one isn’t necessary anymore.
We can have a look at the UV map again.
And as you can see, here is our UV map.
You could do it now that you are going through
this and just spreading it out by hand, more or
less in this case, something like this.
And do that in the UV editor here.
Good thing about it is you’re not changing anything in
the model itself like that.
The bad thing about it is that if you are
changing later on stuff, for instance, you would have to
do it again.
And that’s something you don’t want to do in this
case, especially if you, for instance, want to have different
kind of textures on the same size but with different
kind of things on them maybe or something.
So one of the UV maps is always only applied
to the texture itself or to the decol we are
using it with.
You can apply different kind of images to that, so
color.
And you can even stack different color ones over each
other.
So for instance, make one only 50% of opacity.
Or you could use for instance, transparent images and cover
them up by each other and stuff like that.
But all of that is not really what we are
going to do in this case.
We are just trying to unwrap it.
And as mentioned before, you could do it like this.
Now what you would have to do is of course
do the same with the backside of him.
So just go to that part.
Now I’m just going to leave it like it is
there and I’m going to go and move it over
again.
Put it in here.
Zoom in and press apg.
Okay.
Or apply.
This is front, this is back.
Okay.
And now you would be able to, for instance, paint
in your Photoshop or whatever on that map to create
whatever you want there.
And give me one second.
I thought there was an option.
I think you have to go to the UV map
editor.
Yeah, okay, I’m not using that one.
But it’s somehow a nice one if I’m not wrong.
Nope, I don’t remember.
There is some kind of combination, I think, where you
can for instance just export this now so you don’t
have to do it with a screenshot or something.
But whatever.
We can do a screenshot now and use for instance,
this snipping tool in this case for Windows.
And there are of course other possibilities too.
Copy that out, bring it over to for instance, Photoshop
in this case, put this in, rescale it if it’s
not the right size, which is pretty normal for a
screenshot, because a screenshot is of course not the same
resolution.
And now you could for instance, start painting on him
and do stuff with him.
So for instance, this is a front, as we know.
And I could now for instance put on something like
this on him.
Okay.
This is just to show you what’s going on there
and what will happen here.
So why do we have to do more or less
an unwrapping? It’s more or less the seams at this
part would be stretched.
So if you are going to put any kind of
texture on it, you have to think of it that
this representation of pixels we see here is now more
or less the one we would see from the top
of a model, too.
So let’s have a look at that.
As you can see here is of course, a larger
surface area than we can see from the front.
And like that, we would have to spread it out
like this to make up for that moment.
But we don’t have to think about that.
I did a little bit of a bad thing here.
I would have to do it on a new layer
in this case.
So painting should be done on the new layer and
not on the part below it.
Let’s get rid of that again.
Sorry for that.
Put that in.
Okay, there we go.
And let’s do something like this on its front.
And as you can see, we can now get rid
of our part here.
Just resave this to our new texture format.
I think it was tomcolor put it in and now
we should see it if we are reloading at least
and I got the right one.
Doesn’t seem so.
If not, I’m going to reapply the texture.
Doesn’t really matter.
Tom color.
Yeah.
Okay.
And let’s see what’s happening here.
Yeah, there you go.
We’ve got more or less our texture on him now
with the front and the back part.
And as you can see, there is a little bit
of a stretching in our texture because of the seams.
And this is, of course, one of some possibilities here.
There are different kinds of other options.
For instance, you can flatten that.
You can do that in a pose in this case.
I don’t use poses for that.
I use actions.
You can do it with pose, too, but the pose
would be that.
Yeah, pretty useless in the end.
So I just use this, call it action unwrap, for
instance.
And I would now just go in and for instance,
use this part like this.
And now you can, of course, stretch it out and
you don’t have to care much about everything.
And the good thing is, if you are going to
apply some other textures to it later on or something,
you can reuse more or less the flattening you already
did here later on.
Don’t be concerned about that there is some kind of
a curvature or something on there, because this is really
just in our texture in this case, in our action.
In this case, we are not going to change the
model itself.
And as long as you are not putting that one
on top of your character in A core or something.
It’s not going to affect you anyway, so.
And I’m not going to do it for the whole
character or something now, just to show you what can
be done here to get rid of this seam problem
and the area problem.
This would be one of the ways to get around
that problem.
Okay.
It has a couple of different disadvantages compared to the
color one here.
Because the good thing about this is that you can
for instance, cut off more or less one of the
patches here.
So if you want to just hit the string or
Steuerung control in English and use it around.
And you can for instance, just do this with it.
And if you want to reattach it, that’s possible too,
if I’m not wrong.
I’m not really doing that that much anymore.
There’s some kind of a key component combination for that.
I would have to look that up later on.
We’ll tell you about it later on under the video
or something.
But in the end you can detach stuff and put
it in a larger way so that not everything is
affected by it and it doesn’t matter because it’s not
going to affect your model itself.
Okay, but all this is of course just a little
bit much work, more or less.
And because of that, we are going to use a
different method for that.
And to do that, there’s pretty much the same what
we did in the second part with the box one
part here.
So I’m going to do exactly that.
Let’s save that maybe to another part here.
And what we can do is we can use Weave
Bake Surface again and in this case hit the shift
key to bring up this dialog if you are clicking
on that.
And as you can see, we have now different options
to create different texture sizes here.
Up to 8,000 pixels in one dimension, more or less.
And I’m going to use 2084.
Sorry, wrong.
48 was right to do this.
Margins can be put in.
So margins are more or less the theme options I
told you about.
And here’s a resolution part.
I’m not even sure what the resolution part itself is
compared to the max texture size, but I think this
can be put up pretty high, whatever you want to.
And then you can overwrite existing files, remove all the
chords, or remove the decord if you already have something.
Bake Surface is pretty cool because it really combines everything
you already put to the character.
So if you for instance, have already base color, you
have put on a couple of other decals or something
you have put on for Instance, let’s say some kind
of a specularity part and stuff like that.
It can all be combined into one part.
But the good thing about it is it’s creating us
some kind of an automatic UVP in the end or
UV map in the end.
Sorry, not uvp, UV map.
And if I click on that now, it might take
a little wait for it.
And there we are.
We got more or less a couple of different parts
here again.
You could for instance, use everything as mentioned before.
I’m not going to.
I’m just going to use color part in this case.
And if we have a look at that now, you
will see the same structures.
So the sizes are different then, but they are all
more or less not connected anymore to each other.
But that doesn’t matter because in this case we are
going to use some kind of a painting program, a
3D painting program.
In this case there was 3D painter.
I really liked it.
But the development has stopped there.
So what we are going to use is 3D code.
Pretty nice one too.
And I’m going to show you what’s going on there.
So we are going to get rid of these.
We don’t need them.
I think that one should be saved.
Yes, it is already just hit save of the whole
project then.
And now what you want to do is you want
to export this to an OB file.
In this case you could try to use one of
the wizards.
I’m not sure if it’s even available anymore.
No, I don’t think so.
Just use the OB version, it’s easier.
And use for instance 16 polys per patch.
In this case, everything else should be left like it
is more or less.
And put this one.
Give me one second.
There we go.
We are going to put it into some kind of
an export part, for instance.
Don’t see something like that at the moment.
So let’s export.
Okay.
And we are going to put it in here.
And most important, if you are going to import something
now, make sure that the textures you want to put
there or on the model itself are available there.
So just copy that over.
If it’s not in general it should be.
And there are options to do it.
Yeah, there it is.
Everything is fine.
Then it got over.
Okay.
And then we are going to go to 3D code
in this case and I’m going to just shut that
down.
Go to file in this case import.
And I’m using model four per pixel painting.
And if I click on that, I can now go
to my export folder here.
Go to Tomob in this case leave everything as it
is.
So he’s going to import everything as it should be.
You shouldn’t do any kind of subdivision or something, otherwise
you’re not going to be happy with the result.
Subdivision is done by Animation Master when exporting.
And as you can see, it’s a pretty nice looking
model now and we can now paint on it.
As you can see, here’s the layer part.
In some situations in 3D code, layers are not available
at the moment.
So click on that here, then it’s going to open
up and as you can see, we have a layer
bs Tom and so on.
This is our texture model we are going to want
to paint on.
So select that one.
Go to, I don’t know, any kind of color you
want.
For instance, let’s take that one.
You could of course use different techniques in 3D code
to project the colors and stuff like that.
But I’m not going to go into detail there.
I’m just going to use a pencil in this case
and I’m just going to print on him some kind
of a part here.
As you can see, he is going to try to
simulate some kind of of a height there that is
indicated by this red line you see in the brush
here.
If you want to change that, right click and you
can alternate that more or less.
It’s not going to produce any kind of bump map,
at least not by default.
You can do that, but it’s not going in this
case.
Just move around now and we are going to produce
some kind of an image here or some kind of
a face maybe, don’t know.
See, just very simple.
It’s not about showing you how to draw something very
nicely.
I’m not really the person to do that.
But it’s showing you that for instance the face will
be fine.
And that for instance you can draw over seams in
this case, which is more or less why we are
doing all this.
So if I for instance now draw something at this
point, as you can see, let’s put some kind of
a patch there or something and maybe we want to,
I don’t know, put in another color and draw something
a little bit model on there just to show you
what’s going on there, something like that, for instance.
It really doesn’t matter what we are drawing there.
Okay.
And now we got more or less a painting done
and now we have to export it again.
So go to export color map in this case.
And now we just have to tell him where he
should save that.
You can now just overwrite more or less an existing
one.
So in this case it should be bstomcolor.
If you’re not sure about that, have a look at
this again there you should see the path.
It’s bstomcolor zero in this case.
So it’s this one.
What I tend to do is I’m going to.
Sorry, I’m not going to override it by itself, but
I’m giving it some kind of a secure measure so
that if I’m overwriting something I didn’t want to do,
I still have the possibility to go back on something
like that and like this.
I’m just going to export that now and if I’m
just right clicking on this now reload it should you
saw there was a change in the path there and
now you should be able to see what we did
there.
And as you can see it draw over the seams
pretty nicely.
We have a nice little face here in our map
size or map vision here and it’s looking quite okay.
Yeah.
And this is more or less what you can do
with very complex models, for instance.
So if you want to go the complex route, you
are just going to use something like a 3D painting
program.
And of course you can unwrap stuff and you can
do different things with it.
I think there are a couple of different other videos
available where you can see that in a better way
than I can show it in this more or less
short one.
It’s not really short, as you already have noticed probably,
but this is just a couple of different things I
wanted to show you and I hope this will give
you at least a starting point.
If you have any kind of questions, please let us
know know in the forums, for instance, or just write
me on my website or whatever.
And yeah, so hope you had fun and see you
soon.
Bye.