Wednesday, August 17, 2011

Topic 3: Texturing - Head


[This is post is part of a series of tutorials.]


Topic 3: Texturing - Head


Okay, so right now we've got Subject Zero with a nicely textured body, but now we need to texture her head!


Texturing heads is slightly different as it requires the use of a multi/sub-object texture. It's not hard. Don't worry! It's basically just having multiple textures within a single texture slot. The model itself has different ID's, and the textures are applied to the correct areas.

For example, if you were making a basic diffuse texture for a soda can, maybe you'd want to have a silver color for the top and bottom, so those could be ID 1. Then, you could make the sides ID 2, as that would be the colored part of the can with the name of the soda on it.

Heads are a little more complicated than soda cans, but it'll all make sense as we do it.

First thing's first, hit M to bring up the Material Editor. Go to a new slot, and name it something like, "Jack_Head" or something awesome and helpful.

  • Then, right next to where you changed the name, click on the box that says Standard.
  • A new dialog box opens up with a list of different types of materials.
  • Double click on Multi/Sub-Object.
  • You should see the texture list change to show about 10 ID's with blank materials.

The first thing we need to do is figure out exactly how many parts there are. The way I do this I make an additional multi/sub-object material as a test material and just apply basic diffuse colors. Then I apply that map to the model so I can see which parts are where. I do this with any new model I'm working with because occasionally things that may not seem like they'd need multi/sub-object textures actually do.

So, you can actually use the material we're working with to do this. Just click the grey box next to where it says "Material ### ( Standard )" and give it a color. Do this for ID's 1-6.
What I do is assign it in rainbow order because it helps me know what order things are in. If you have a different way of interpreting colors or ordering things, feel free to use that instead!

When you're done assigning basic diffuse colors, then go ahead and apply the texture and click show in viewport. Then you'll be able to see what's where.

ID 1 = Eyelashes
ID 2 = Scalp (& Neck)
ID 3 = Face
ID 4 = Eyes
ID 5 = Earpiece (unique to Jack)

Note that not all heads are mapped the same. Some have different ID's. The only way to know what goes where is to use a test material and see.

Woo! Now that we know all of her headparts, we can start a-texturin' like the mad fools we are.

I'll start off at the top with the eyelashes at ID 1.

Click on the Material ### ( Standard ) to go to that texture slot.
Rename it to "Eyelashes" or something helpful. (Believe me, naming is very helpful with multi/sub-object textures.)

The way I do eyelashes is I just give it a diffuse color then I apply the opacity map, and that's all. It does well enough for me. Eyelashes can barely be seen anyway.

So, the first thing I do is change the diffuse color from the test color to a very dark brown color. (I usually don't make it full black, but if that's what looks good for you, go ahead!)

  • Then, click on Maps to expand it.
  • Click on the None next to Opacity.
  • Choose Bitmap.
  • Navigate to the file "HMF_HED_PROMiranda_Lashes.tga" in BioH_Convict_00 texture folder.
  • Make sure Alpha Source is on None.
  • Click the Go To Parent to go to the main Eyelash menu. Click Show in Viewport. You'll see her lovely lady lashes! Yay!

(Quick Note: Yes, I know I said to use the Miranda map. Sometimes assets are shared between models.)

Then hit Go To Parent again to go to the main multi/sub-object menu.

We'll go to her Scalp texture next at ID 2. Name it, and add in...

  • Diffuse: HMF_HED_PROJack_Scalp_Diff.tga
  • Specular: HMF_HED_PROJack_Scalp_Spec.tga
  • Normal (Bump): HMF_HED_PROJack_Scalp_Norm.tga

Then, do the same thing with the Face texture in ID 3. Name it, and add in...

  • Diffuse: HMF_HED_PROJack_Face_Diff.tga
  • Specular: HMF_HED_PROJack_Face_Spec.tga
  • Normal (Bump): HMF_HED_PROJack_Face_Norm.tga
  • > Additional Bump: HMF_HED_PRO_WKL_Norm_Jack.tga

Next, we'll apply the eyes' texture in ID 4. The texture for the eyes I just share between the male and female models. There's a process for just tinting the color, but I'm not sure how it's done in 3ds Max as of yet, so I just make custom-colored textures in Photoshop. I can go over that more later, but for now, we can just get the basic map in.

From BIOG_HMM_HED_PROMorph, after naming the texture, add in...

  • Diffuse: EYE_Diff.tga
  • Specular: EYE_Spec.tga
  • Normal (Bump): EYE_Lens_Norm.tga
  • > Additional Bump: EYE_Iris_Norm.tga

The last thing to do is the ear piece. This step is unique to Jack. I haven't seen any other characters with anything like this. (Garrus' eye piece is also unique, but it's very different.) Anyway, the texture for the ear piece is actually a part of the scalp texture, so to get it textured. All you have to do is repeat the exact same steps for texturing the Scalp. Then, voila!

You have a beautifully textured Jack's head, completing your work on assembling her model. Great job!


Again, the same basic process applies to pretty much all heads. Not all heads have the same ID's for things, so I always recommend applying a test material to the head just to see where everything should go.

Sometimes you can see edges of where one map begins and another ends, like with the face and scalp. I haven't found the best fixes for that yet. I stick to Photoshopping it out in post (with the smudge tool) or just tweaking the spec map levels. Either helps to diminish the severity of those lines. Also, different lighting setups have different effects. Either way, they're not a huge issue.

Well, that covers how to get a model extracted and textured! The rest of the tutorials will cover some of the finer points in doing this kind of work. See ya there!



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