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1. The head with a base color applied.
2. DROP the head and place the curor over it.
Hit 'C' on the keyboard and create a range of colors in the
swatch area.
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a lighter color than the base and paint with the SIMPLE BRUSH
using ALPHA BRUSH 7 or 8 with a low RBG INTENSITY and
ZADD turned off (See the DRAW panel) |
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3. Use PICK, rotate the head until you have the back
of the head showing.
Use DROP, paint some color.
4. Use PICK, Rotate back to the front, Use DROP,
add a lighter color.
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Tip:
Keep the RBG Intesity low and try other ALPHA brushes
5.
PICK, Rotate to a top view and DROP.
Use a lighter colour again.
6. PICK, Rotate to front, DROP. Darken the eyes |
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7.
PICK, rotate to a side view
TIP: Use PREFERENCES>
DOTS to allign
Use DROP.
Switch B+F on. Paint on the head and your strokes will be
duplicated on the hidden side. |
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8.
Repeat combinations of the above. Build up paint using different
ALPHA's and vary the color.
Use Photographic reference if required.
9. Don't forget to switch B+F on and off as needed. |
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10.
Add some color to the lips and darker areas around the eyes.
11. Add a six o'clock shadow around the chin using ALPHA 07 |
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You may have noticed that each time you use PICK, the texture
panel updates a small image representing the texure. This
is infact the unwrapped texturemaps that you are painting
on each time you pick the object off the canvas.
As you can see, it is using the head's UV co-ordinates to
apply the colour to the un-wrapped mesh. The image shows
areas that represent the eyebrows, ears, tongue, teeth etc.
-Use TEXTURE>EXPORT and save the texture as a PSD or
BMP.
-Resize your canvas to 2048X2048 in hte DOCUMENT panel.
-Select FLAT Material from the MATERIAL panel
-Import the PSD or BMP back into the document
-Use the 2D Brushed to paint the Tongue and teeth in appropriate
colors as required.
-Use MRGBZGrabber to grad the whole canvas and convert it
back to a TEXTURE.
-Export the Texture.
You can now use this Texture in Poser on the DAZ figure
that you started with. WHat you may find is that you need
a bump map to make the head more realistic.
OOOH! TextureMaster can help there too!
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| MAKING
A BUMP MAP FOR POSER OR LIGHTWAVE |
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So
you now have a texture map that conforms to the UV co-ordinates
for your chosen head.
This section shows you how to make a BUMP map or DISPLACEMENT
map that matches your Texture Map.
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In
the TEXTURE PANEL press MAKE ALPHA which converts
the texture into an Alpha greyscale.
Then use MAKE TX which sends it back to the Texture
panel.
If your head is still in EDIT mode you can apply the greyscale
to the head as a texture.
You can now repeat any of the steps on this page to (DROP,
PICK and B+F) to add dark lines, pimples, creases, spots,
noise, etc.
Once complete, export the Texture and use it as a bump map
for your DAZ Head.
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