This tutorial explains how to texture a figure, using a female
nude as the starting point.
1 |
Export the figure to be used from Poser. It should be
exported as a Wavefront OBJ (or 3D Studio) file. On the Export
Options dialog, check the checkbox that reads "Export object
groups for each body part".
![Dialog snapshot [3K]](../../Poser/inline/imageExportOptionsDialog.gif)
Figure 1: Poser Export Options dialog
|
2 |
If you haven't already done so,
construct a texture map for
the figure and save it in a format that Bryce knows how to import,
such as Photoshop, PICT (Macintosh), or TIFF (PC). |
3 |
Import the figure to Bryce, using the
command. With
Bryce 3D, this often takes several minutes; with Bryce 4, it
is very much faster.
![Interface snapshot [20K]](inline/imageTextureMapsScreen1.jpg)
Figure 1: Imported figure
|
4 |
When the model has imported, click on it
to select it, and click the Solo mode button (the small
green button among the VCR controls at the foot of the screen).
This will hide all other objects in the scene, allowing
you to work on the figure in isolation.
|
5 |
Choose
from the menu to split the
model up into its separate parts. |
6 |
Select the figure's hair. Apply a suitable
hair texture to it. While
you have it selected, use the Attributes Editor to give it a
name (such as 'Hair') so that you can select it by name from
the menu in future. |
7 |
Select everything except the hair.
The on the
menu is a good way to do
this. Make sure that you don't select the camera as well. If
you do end up with the camera selected, holding down shift
and choosing
from the pop-up menu at the foot of the screen should deselect
it for you. If your figure includes other attached props
besides the hair, deselect them as well. |
8 |
Group the selected objects, which is to say
all the meshes making up the figure. Use the Attributes Editor
to name this group something like 'Figure Body'. You may
also want to assign them a distinctive family color. |
9 |
Click the 'M' control next to the grouped figure to apply
a Material to the figure. |
10 |
Choose the 'flat white' material, the first
texture in the Simple and Fast materials library. |
11 |
Click in the 'A' column, next to the word
'Diffuse'. A component editor will appear on the right of the
screen, initially set to a random 3D texture. |
12 |
Click on the 'P' button at the foot of the
component editor to specify that you want to use a picture
texture. The component editor will change to show the default
picture (Leonardo). |
13 |
Click on the pink button at the top of the
component editor. This is the 'texture source editor' which,
for 2D pictures, will take you into the 2D picture library. |
14 |
Click the text 'Load' that appears over the
rightmost preview image on the library screen. This will load a
new image into the first unused slot in the library. Choose
your texture map file. The map will now be read in. |
15 |
Click the white dot over the second preview image on the
library screen, and answer 'OK' when asked if you want to delete.
This clears the image mask for the map you have loaded (which
defaulted to the mask for the Leonardo figure). Because of the
way texture mapping works, you don't need a mask for your map,
and using the wrong mask will just cause problems. |
16 |
Exit the library to go back to the Materials Lab. |
17 |
Click the 'A' column next to 'Ambient' as
well, so that a second glass bead appears just below the first
one, as shown in Figure 2 (click for a
full-size image
of the Lab showing the correct settings).
![Interface snapshot [20K]](inline/imageTextureMapsScreen2.jpg)
Figure 2: The Materials Lab
|
18 |
If you are using Bryce 3D 3.1 or a later version (and you
are strongly recommended to upgrade Bryce 3D to version 3.1, which
fixes a number of very serious bugs), the texture map must be inverted
before it can be used.
To do this, click the greenish dot at the top left corner of the
component editor that holds your texture map. This will bring up an
editor that lets you change the orientation, scale and position of
your texture.
![Dialog snapshot [8K]](../inline/imageTextureEditor.jpg)
Figure 3: Texture placement editor
Click where it says 0° next to the X (in the second group of
figures), and type 180 in the text entry field. This will effectively
flip your texture map. Then click the button at the bottom right of
the editor to close it. |
19 |
You can also apply maps to control bump, transparency,
specularity, reflection or any of the other channels of the
Material. See the note on additional
maps for instructions on how to do this. |
20 |
Exit the Materials Lab |
21 |
Select the figure's hair and any other props that should
stay with the figure, group them with the figure's body, and use
the Attributes Editor to give the whole collection some memorable
name so that you can pick it out easily. |
22 |
Test render the image, and then click the Solo
button again to exit Solo mode.
![Interface snapshot [14K]](inline/imageTextureMapsScreen3.jpg)
Figure 4: Rendered figure
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23 |
Decorate to taste ...
![Rendered image [20K]](inline/imageTextureMapsScreen4.jpg)
Figure 5: Final render
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The ability to use maps significantly increases the realism of the results
that can be obtained with imported models in Bryce. However, if you're lucky
enough to have Poser 4 and Bryce 4, Bryce will let you achieve the same results
still more easily by reading the materials files
generated by Poser.