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This book takes you outside the studio and walks you through the museum of life. This full color book combines traditional texture creation principles with digital texturing techniques to enhance your scenes and animations. In the first half of the book, you will learn about the history of textures in fine art and in the second half, how to apply these principles to your 2D and 3D digital scenes.
Owen has worked for a number of commercial and professional studios in both traditional and computer graphics. Fascinated by textures, he presents this guide teaching digital artists how to explore and understand textures in the real world, to enhance the recreation of such textures in both digital and traditional methods. The initial chapters cover a number of visual basics to look and to look at, color theory, and an examination of twelve well- known paintings putting theory into practice. The remaining chapters focus on how the digital artist uses this knowledge, by taking the reader through the steps of a specific visual project. The accompanying CD-ROM contains all the files needed to complete the exercises contained in the text. Annotation c. Book News, Inc., Portland, OR (booknews.com)
More Reviews and RecommendationsOwen Demers has worked as an illustrator, graphic designer, 3D artist, and art director for a number of commercial and professional studios in both traditional and computer graphics. He has worked on many award-winning projects including the animated short Bingo, where he was the lead texturing and lighting TD. He currently works as a 3D artist and art director in New York. Owen's web site is wwwtingun.com.
Christine Urszenyi has worked as an architect, art director for film studios, and furniture designer for professional studios. She is currently based in Toronto, Canada, and is working on her own writing.
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September 05, 2002: Some reviewers have underappreciated this book. I can understand why. The introduction is slow and wordy. It could have used a good edit to tighten it up. As for expectations, a lot of readers are looking for a magical formula to create good textures. But for most readers, that is putting the cart before the horse. You must first recognize what is a good texture. You must see it in artwork. You must see it in the real world. You must learn to see it in your own mind as you do your own modeling and artwork. That is the core concept that this book teaches you: how to see and appreciate textures. Once that is set forth, there are tutorial chapters at the end that demonstrate texture layering and mapping, placement of these, and so forth. Yes, I'll admit it. When I started this book, I was thinking of returning it. Now that I've read and digested most of it, I view it as a treasure to be revisited often. As a final comment, I recently attended a seminar on how to get into digital art. A number of people in the audience trumpeted the value of this book. Enough said.
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August 23, 2001: this book takes an new approach to introducing its readers to texture creation. If your expecting a step by step photoshop tutorial your in for a surprise, this book actually help show you how to look at textures and surfaces to see why they are the way they are, then gives ideas on how to recreate these effects and details on your computer. The first half of the book covers the look of textures and how they are affected by there surroundings as in the lighting, the enviroment and the mood you want to create. The second half is made up of tutorials which show you how to apply the techniques you saw in the first. It mixes the use of scanning and standard 2d tool (eg photoshop, illustrator) and 3d surfaces (procedurals) to give you ideas on how to make most out of what you have. Overall a very good book, its clearly laid out with an easy to read style and all in glourious colour, it helps you look at things differently and add a little more imagination to your textures. So if your into 3d and are making your own textures, do yourself a favour and get a copy.
If you work in 3D, you must have this book. More than a compendium of techniques for the texture professional, (digital) Texturing & Painting gets to the heart of being an artist in the digital realm. With this inspired guide, you'll learn to translate the enviroments you experience into an expressive, complete digital style:
Owen has worked for a number of commercial and professional studios in both traditional and computer graphics. Fascinated by textures, he presents this guide teaching digital artists how to explore and understand textures in the real world, to enhance the recreation of such textures in both digital and traditional methods. The initial chapters cover a number of visual basics to look and to look at, color theory, and an examination of twelve well- known paintings putting theory into practice. The remaining chapters focus on how the digital artist uses this knowledge, by taking the reader through the steps of a specific visual project. The accompanying CD-ROM contains all the files needed to complete the exercises contained in the text. Annotation c. Book News, Inc., Portland, OR (booknews.com)
Loading...| Introduction: What Is Texture? | 2 | |
| 1 | The Fine Art of Seeing and Dissecting | 14 |
| 2 | Reference Materials, Textures, and Practical Stuff | 56 |
| 3 | Color Theory | 92 |
| 4 | Paintings | 120 |
| 5 | Making Decisions | 148 |
| 6 | The Project: Technical Preparation | 198 |
| 7 | The Bandana: A Simple Tile and Scanned Texture | 212 |
| 8 | Steel Braided Hoses: A Small Tileable Texture | 220 |
| 9 | The Tire: Adding Detail with Displacement Maps | 232 |
| 10 | Axle's Face: Texturing Polygons | 244 |
| 11 | The Goggles: Procedural Textures | 256 |
| 12 | The Car Body: Complexity of Texture | 278 |
| 13 | The Fin: Texturing Uneven Surfaces | 292 |
| 14 | Axle's Chest: Sculpting, Painting, and Projections | 304 |
| 15 | Wrap-Up: Some Things to Think About | 318 |
| Reading List | 324 | |
| Index | 327 |
Essentially, how to differentiate between surfaces and how to execute the making of these materials and textures digitally for a project is what you will learn from this book.
Texture artists begin by asking questions such as, "What helps me differentiate between one particular texture and another?" "How can I articulate this texture or surface on the computer?" We, as texture artists, are given the wireframe models of a project and it is up to us to apply what we have learned through the questions we ask to make these wireframes live and breathe with detail and color.
I love textures. Not a day goes by that I do not stop and look at some rusted piece of metal laying on the road and try to figure out how to mimic it on the computer-or marvel at how humidity in the air creates such beautiful atmospheric depth and muted colors. This is why I do what I do in the CG field. I want to create vivid scenes and beautiful surfaces no matter how rusted and decrepit (see Figure I.1).
I come to each digital project in the same way as a painter steps up to a blank canvas. As a painter, I approach the canvas-on an easel, or a computer screen; we still put brush to canvas even if it is digital-with an understanding of what needs to be done. As a painter poses a model in a luxurious costume, or sets up a still life to paint, I collect reference material-a practice I learned in art school. Reference material exists to assist you in illustrating a particular material or surface, whether the reference is a real piece of material or a photographic representation of the material. It assists you in the visualization of what the material you want to mimic looks like and how it changes under different conditions such as light, weather, or age (see Figures 1.2 and I.3). With your reference material you need to create a library called a morgue (more on this in Chapter 2), so that you may have a variety of samples of materials and textures from which to draw information and inspiration.
I hope that you have come to this book because you have a fascination or a love of textures, painting, surfaces, or computers. Maybe, all of the above. Or maybe you have a curiosity about what a texture artist doesyou want to see if it is for you.
Your digital textural design education starts with this book.You will begin with the discovery of your external world; looking, studying, and describing materials and their textures in the real world, collecting real or photographic samples, and going to the masters of painting to witness their technique and artistry around the subject of expressing texture and materials.
The whole concept of looking at real materials for reference, I mean really looking, is an age-old tradition in art. This is how Rembrandt (a 17th-century artist) and Michelangelo (a 166h-century artist) learned their skills, which allowed them to articulate textures and mood. It became second nature to these painters to be able to illustrate the differences between these materials by using different brushstrokes and thicknesses of paint. The expression of light on a metal goblet for instance, is the swipe of a brush along the hp with white paint (see Figure I.4).
They were taught basic concepts and rules and techniques in art from their mentors; people who, their whole lives, dedicated themselves to the pursuit of an artistic expression, and handed down these skills to the next generation. In turn, the next generation learned these skills and made them their own, creating their own expertise and then handed these skills, improved upon or revised perhaps, to the next generation.
Included in this book are examples of paintings with my observations of the painter's color choice, how they achieved the expression of texture, and what we can learn from each example.
This book is an attempt to reconnect texture artists with this legacy. When learning to express your craft, you must simply remember that the seduction of technology and the ease with which you acquire it cannot take the place of the learned instruction from the masters. What you learn from them can help you deepen your understanding of what you do and how you do it.
Texture artists and what they create are vital components of any CG project. Textures and light create the mood of a piece, make the characters live, and depending on your style and the style you choose to express yourself in (this will be touched on later in Chapter 5), set your finished project apart from anybody else's.
In art there are no absolute right or wrong answers. As a texture artist, your responsibility is to achieve a vision that is a combination of yours and the project leader's vision. There are different art directors and art patrons (influencing the direction of art), who will challenge your talent and convictions, hopefully.
The second focuses on how to create these textures. Using both digital methods, such as scanning in real items or photo references of the materials and methods using traditional mediums such as oil paints, I will take you through the process of creating basic textures and then lead you to the creation of more complicated textures.
I am not going to get into the math behind creating textures because the programs themselves do that well enough you do not have to think about it. I would prefer that you use your eyes.Your eyes are much more finely tuned instruments than any dedicated computer program. So, to go beyond the math, using your eyes as sensors of distance, scale, and receptors for light allows you to create much richer and more satis- fying textures. Simply looking at colors and asking questions such as: Is the color warm or cool? Do I need more black? More red? Less blue? What about yellow? Asking questions about surface quality: Is there a reflection? Is there refraction? Is it bumpy? Or questions about the light quality: Is the light absorbed? Brilliant or dull? Hot or cold? What is the color of the shadow? It is the combination of both light and shadow that helps you discern the essence of the texture of a particular surface. Observation and understanding the whole as well as the parts are significant when looking for such things as reflections, continuity, and color. Through this process, you will come away with a good base to begin your own discourse with your environment and everything in it.
If you have time to take a traditional photography course or a painting class, or have the initiative to start painting at home, this will also greatly enhance your learning process.
In the computer world, we think in terms of color maps, bump maps, shaders, and so on.They are singled out in computer language to express these textural qualities in the computer which in turn enables us to understand what we are looking at in real life. The basics of looking can merge with our computer understanding by starting to describe shaders in terms of color, highlight, specularity, diffusion and so on, color maps in terms of color and pattern of the surface, and bump maps in terms of texture, light and shadow. An understanding of color theory and design through an introductory course or reading some of the many wonderful books on these subjects (many are listed in the reading list at the end of this book), will help you greatly in understanding these basics which I address.
What's most important for you to know is this: All you need in order to be a successful texture artist is the desire to create, the curiosity to learn, and the spirit of adventure. This is the impetus behind the successful execution of the texture artist's task-to interpret your environment and translate it into a digital style that is expressive and complete.
You, the artist, decide with the client, what is the best way to communicate the mood and artistry of the project. It is your vision and expertise that will guide the project to a successful conclusion. The computer is there to assist you. How much latitude you get from it and what breadth of expression the project has are totally up to you and your talent. The success of your project depends on how much you immerse yourself into your craft, and whether you understand the nature of the project and how to achieve it with the tools you have.
Obviously, to get the greatest benefit from this book, you will need a computer and software that allow you to paint and manipulate images. You will also need to purchase a 3D software package in which you create shaders and lights to render your images.
You may also want to experiment with some tools most digital art books ignore:
As beginner digital painters, you should decide which software you want to use even if you have not purchased a computer as yet. Many 3D modeling and animation programs are available, such as:
3D paint packages allow you to paint a texture directly onto a 3D wireframe model. Some of these programs include:
If you can afford a little (or a lot) extra, then do so. Even though most of the work you will be doing is 2D in paint programs, some of these files can get rather large in size. In this case, RAM and processor speed should be taken advantage of and possibly 3D accelerator cards for tumbling around textured environments.
One important consideration when buying a computer is to know what software runs on what platform. This is especially true if you can only afford one computer. It is really handy to know the various programs that the box runs. This way you can switch from a 2D program to a 31) program without switching from one computer to another in order to start or finish some part of a project.
When I began my computer career, I started with a Macintosh LC computer. It came with a 12" monitor, a 40MB hard drive, and 8MB of RAM. I was able to produce many graphic design jobs on that little machine, most if not all of them using Adobe Photoshop to create some fairly large paintings. I eventually moved on to a Silicon Graphics (SG I) machine because my interests expanded into the higher-end 3D graphics field. At that time the SGI platform and other workstations such as SUN Microsystems were the only high-end platforms capable for such heavy computation. This is not the case today. Presently I am working on a Windows NT-based system, like many others in this industry. This is not to say that NT is the choice of champions, although its ratio of cost to efficiency is low, therefore quite attractive when considering platforms for this type of work. Having said that, as you are most likely aware, every month there seems to be some new advancement of some kind or other in computers that can put your most recent purchase to shame, so it is up to you, the consumer, to know your choices. Talk to people who use these systems, read magazine articles on hardware and software, and so on. Know your options.
It is more important that you develop your intuitive artistic eye first, then choose which available tools to use. As you develop your talent of looking, the software will articulate and reflect your developed sensibilities in this area, and therefore your choices will be more lucid and reflective of your needs as an artist.
I like to think of this book as a tutor that will help you develop the software in your head. First, to help you develop the technique of "looking," and then to choose your software according to your needs.
This book will also address the differences between the functions as well as terminology. Software seems to be growing toward a homogenous feel and in most cases software companies borrow from one another. Whatever software you do own or decide to buy, it is imperative that you read the manuals thoroughly. Familiarize yourself with the concepts and capabilities, and work through the tutorials as well. They are very informative. It is to your benefit, as well as your checkbook's to do so. It will help you stay off the product help lines in the midst of some crazy project's deadline.
Simply by increasing your acuity, the world around you will never look the same.
Take an Art Class
So, how do you start training? One of the best ways to build artistic muscle is to start painting and drawing. If you have ever taken a painting class or any other art course, then you have already exercised your artistic eye somewhat. If you have never taken a course, I strongly urge you to take one-an evening still-life painting class, a drawing class, or even an art history class. A painting or drawing course, however, will more effectively introduce you to the process of looking at something intently for two hours or more at a time, so that you will start to notice details you need to re-create what is truly in front of you.
How do you go about doing this? As I said earlier, looking and meditation go hand in hand. For me, when I first started painting I soon realized that what I initially thought I saw, was not the truth of the subject matter I was trying to create. At first, I saw a myriad of confusing shapes, color, and form and tried to copy it. I did not realize that the fabric's highlight color was so rich or that the reflection in the wineglass was so complicated-or that it even existed.
After a lot of practice (sometimes spending days on a painting) something quite amazing happened. My brain stopped chattering, and I remained focused and in the moment. It seemed that there was an immediate connection between eye and hand, leaving my brain out of the process. I was seeing nothing more than pockets and patches of colors and shapes while understanding the overall composition of their integration. One of my favorite painting teachers at school would always tell us to "turn off our internal dialogue" while painting or looking, which to me meant, "shut your mind off and let it happen." You truly do become one with the painting experience.
Now when I paint, I am able to see the bits and the whole at the same time, and colors and shapes pop out at me more readily. For example, now, instead of seeing just an apple inside a bowl, I see an apple catching the reflection from the bowl and reciprocally the color of the apple transferring onto the ceramic surface of the bowl. The bowl must then have a reflective surface capturing other parts of the still life and its shadow on the white cloth below is not gray but is actually a bluish tinge with purple edges, and so forth. Even if I am having a particularly bad-painting-day (and it does happen and always will), I have certain methods that I use to help pull me back into the moment and provide me with answers I am looking for. Whether it is asking specific questions while I am painting or using other techniques to draw out something I need to know. This book is an exploration of these methods.
If you are unable to take an art course, then start at home. Create a schedule to paint or draw twice a week for a couple of hours or more in the evening. A good exercise would be for you to try to devote a full day on the weekend if you can manage it, and stick to that schedule. I love to paint. Even so, I find it hard to get motivated to do so when there's TV and a refrigerator around, so be diligent.
Look Around
Whether or not you are in a painting class, you can exercise your artistic' eye by simply looking around and taking note of your surroundings. Every chance I get, I examine articles and environments around me and look at them as if I had to paint thern.You, as a texture artist, must look at the world around you as your reference guide.
All the reference in the world will not be of service to you if you do not know how to look at it and interpret it from an artistic standpoint. Your task in this book is to familiarize yourself with various textures, looking at them and dissecting them. Then, when you sit down at the computer you will be able to articulate this knowledge.
Of course, you could always find real-world examples of textures and scan them into the computer, although this is not always a feasible option. Usually you do not have enough time during a project to walk around the city and find the right textures. Even if you do, you cannot pry a brick off a building or cut out an intriguing piece from the sidewalk on 5 Street to bring back to the studio-not to mention what it would do to your scanner (see Figure 1.1). Ostensibly, you can photograph everything you need.You will make those decisions along the way.
When you do use photographs, as an artist, you must manipulate the scanned-in photography to fit seamlessly into your scene.You must use your artistic judgement and interpret scans to make them your own using the knowledge you gained by exercising your artistic eye. To paint your own textures, you must become more knowledgeable about surfaces through looking, seeing, and experimenting. Your confidence level as a texture artist will increase once you gain control of the process of creating the surfaces you will use in your work.
For instance let's look at the following simplified example. Let's say you need a weathered and abused glass texture that is transparent in some areas, but cloudy and dirty in others.You venture out with camera in hand and snap a picture of the perfect specimen on a beautiful sunny day. In the studio, you scan it, crop, and color correct it. Still, something is wrong. The project requires the glass texture to sit in a dimly lit factory. Because the surface of the glass is very reflective, your reference photo has the reflection of you and its sunny environment in it, making the texture stick out when placed as-is into the CG environment of the dimly lit factory (see Figure 1.2).
A better approach would be to study your reference and understand the basic ingredients of it.You can then reproduce the glass surface yourself digitally in your favorite paint package as a color layer, a scratched-up layer, a stained layer, a transparency layer, and a reflectivity layer. Finally, you can add your own reflection texture map of the factory environment to fuse the surface with the scene perfectly. This method has several benefits:
The Benefits of Exercise
At the end of each chapter, I will give you tasks that will encourage you to exercise your artistic eye, so that you develop and increase your sensibilities and sensitivity to textures and sur-faces.You will begin to understand your world for its detail and depth.You will feel more competent at your craft, and your work will be more fulfilling and rewarding and will show it.Your audience will see something more whole, more pleasing, and integrated in your work and you will be more successful because of it.
A material is the base substance of a surface. For example, wood, metal, and glass are examples of materials.
Texture is the adjective of the material, as in rusty steel, brushed aluminum,soiled cloth, polished marble, red fabric, or frosted glass. Texture has more to do with the look and feel of the material, the wear and tear of the material, and its design or pattern type. "Pine" wood is an example of this because "pine" is the pattern /adjective that gives the wood one of its unique features. As well, its shiny or dull quality, its bumpy or smooth quality, and its color are all ingredients of the material's texture. Figures 1.3 and 1.4 offer some examples. For a closer examination of materials and textures, as well as photographs of "pristine" and textured versions of the same materials, see Chapter 2...
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