Difference between revisions of "3ds Max: Vertex Painting"

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Download the images and example files here:
Download the images and example files here:
[http://files.filefront.com/TutorialSceneVertexShading7z/;5217157;;/fileinfo.html Vertex Shading Tutorial Scene]
[http://files.filefront.com/TutorialSceneVertexShading7z/;5217157;;/fileinfo.html Vertex Shading Tutorial Scene]
Read a version of the tutorial with linked thumbnails here: [http://www.silgrad.com/wbb2/thread.php?threadid=2654 STF Thread]
Read a version of the tutorial with linked thumbnails here: [http://www.silgrad.com/wbb2/thread.php?threadid=2654 STF Thread]



Revision as of 19:33, 9 August 2006


Download the images and example files here: Vertex Shading Tutorial Scene

Read a version of the tutorial with linked thumbnails here: STF Thread

WHAT YOU NEED FOR THIS TUTORIAL:

- 3D Studio Max

- Gundalf's NIF exporter


The numbers in the article correspond with the pictures in the linked 7-Zip archive (which are also embedded below). 7-zip is a freeware zip program which can be downloaded from 7-zip.org. It can achieve superior compression compared to any other zip program out there.



Image01

1. I've created a simple box for this tutorial. I'm using a lot of polygons for it because the more polys, the more control you have over the shading. If it had been a real object I would have optimized and tweaked it afterward to keep the vertex shadow effect while nixing the superflous faces.



Image02

2. Add a VertexPaint modifier to your mesh. The panel pops up on its own whenever selecting that modifier in your modifier tree.



Image03

3. Unroll it and select one of the options. A mistake commonly made by beginners of this technique is to start painting right away. That won't work. You have to first *select* the parts of the mesh you want to paint.



Image04

4. Personally I prefer clicking somewhere in the viewport and pressing CTRL+A. As you can see, all the faces of the mesh lights up, indicating that they are selected.



Image05

5. Initially your model doesn't have any vertex paint at all. Sometimes it looks like it does, but it doesn't. So the first thing we want to do is to flood fill the whole model with a pure white color. You can use any flood fill color you like, and that can create some rather cool effects, but pure white is the only color that doesn't affect the texture.



Image06

6. After you've selected pure white, press the flood fill button. I've circled it.



Image07

7. Notice the icons at the top? These lets you see the mesh in different ways. Personally I like to start with turning the texture off (4th button) and only showing vertex shades (1st button). Then select a dark grey color from the color picker.



Image08

8. Paint the bottom of it with dark grey. The effect created by doing that is that of a "fake shadow". It's not the perfect solution, but it's a solution that makes an object look more real while resting on any surface. Perfect for rocks, for example. You can also use a dark green texture, which looks particularly good when used on tree trunks.



Image09

9. After you've painted around the whole base area, you'll probably notice it looks artificial, so pick a light grey color next.



Image10

10. Then paint around the base area again, higher up on the Z plane than the first time.



Image11

11. You can go on to add more fake shadow detail on the rest of the model. It often gives a subtle visual improvement that helps in keeping the player from noticing repeating patterns in tiled textures.



Image12

12. There, all done. Don't ask me why, but I get locked in after using this method and can't select stuff in the viewport, so I have to save, file > reset, and reload the scene.



Image13

13. Create an object similar in shape to your real object. Make it as optimized as you possibly can while still covering the whole mesh.



Image14

14. Since it's the same size and has the same pivot, just placing it on the same XYZ coordinates work perfectly in this case.



Image15

15. I like to give it a transparant material. All that does is make it easier to see the real model.



Image16

16. Thusly.



Image17

17. Make sure you've installed Gundalf's NIF exporter. Then select your new mesh, go to the Utilities panel, click Reset XForm then Reset Selected. Now click NifProps, tick "Is Collision Mesh", select Stone as the material and keep it as Static. Now you have a model with both vertex shading and collision.



Image18

18. Here's how it looks in the Construction Set.




I hope this tutorial was informative to you. If you would like to read more of my tutorials, please see the Tutorial Board on Silgrad Tower's Forum. You are welcome to repost this tutorial anywhere you like as long as it's apparant I (Razorwing) wrote it. Please include a link to Silgrad Tower too. If you would like to contact me, my ESF username is Gloomwing.