This week's task was simple - to meet my target of equal group participation and workload, I needed to create, edit and map the complete model section that I have been creating over the past couple of weeks
This was easier said than done; I would have to create some textures myself through the use of Adobe programs 'Photoshop' and 'Illustrator' - a challenge which would certainly ensure I would learn new skills and use features perhaps I hadn't used previously!
Below I describe how and why I designed certain textures/materials within these two programs and their application within my Material Library in 3DS Max
The Hydraulic-Hose -Weave Pattern

I then added in a dark purple rectangle and a black rectangle which would act as the weave underneath the upper threads - these were measured so that they would appear the length of the rectangle parallel to them and at an equal distance between the right-angled corners of the tessellated geometric shapes

Before I left Illustrator with the saved .AI file, I used the 'Outline' view to check all sides and borders of all shapes were not overlapping or breaking each others boundaries. Once I was happy with this step, I moved on to the 'Photoshop' stage
Once the Illustrator file was imported into Photoshop, the first step was to 'crop' and 'trim' the complete image into one which included a "full" tiling of the map which I would eventually place onto the hose in Max
The image above shows that this "full tiling" included a section of dark-and-light grey tile, as well as a succession of the purple and black weaves underneath (this was necessary as without this sample, they 'Mapping' wouldn't tile effectively and cause discrepancies within the 'Material Editor' in Max


This was easier said than done; I would have to create some textures myself through the use of Adobe programs 'Photoshop' and 'Illustrator' - a challenge which would certainly ensure I would learn new skills and use features perhaps I hadn't used previously!
Below I describe how and why I designed certain textures/materials within these two programs and their application within my Material Library in 3DS Max
The Hydraulic-Hose -Weave Pattern
To get the closest visual comparison to a genuine hose-weave, I wanted to create my own map and not just take a cropped image off the Internet, as this would demonstrate my understanding of using software that I perhaps wouldn't approach in other instances
Using Adobe Illustrator, I started off as basically as I needed to, by creating a tessellating series of rectangles - one in a dark grey and one in a lighter tone, which were then copied , pasted and ordered as shown above

I then added in a dark purple rectangle and a black rectangle which would act as the weave underneath the upper threads - these were measured so that they would appear the length of the rectangle parallel to them and at an equal distance between the right-angled corners of the tessellated geometric shapes
I then copied and pasted these complete series of shapes to appear as shown here, ensuring all shapes were buffered up against one another without any gaps and/or overlap
This complete series was copied/pasted one more and moved into position as demonstrated here - the upper-most dark-grey rectangle would need to rest on the near-right top edge of the lighter-grey rectangle next to the initial dark-grey rectangle, with a final set of four dark-grey rectangles moved into the upper-right positions shown

Before I left Illustrator with the saved .AI file, I used the 'Outline' view to check all sides and borders of all shapes were not overlapping or breaking each others boundaries. Once I was happy with this step, I moved on to the 'Photoshop' stage
Once the Illustrator file was imported into Photoshop, the first step was to 'crop' and 'trim' the complete image into one which included a "full" tiling of the map which I would eventually place onto the hose in Max
The image above shows that this "full tiling" included a section of dark-and-light grey tile, as well as a succession of the purple and black weaves underneath (this was necessary as without this sample, they 'Mapping' wouldn't tile effectively and cause discrepancies within the 'Material Editor' in Max
To achieve the look and generate the 'braided' pattern itself, I used Photoshop's extensive library of 'Filters'
I needed to find one that would create a scored, threaded effect over the single-layered image - the 'Filter' I needed was found under the 'Texture' folder and was called, quite evidently, 'Texturiser'
The filter created an uneven looking, but strongly visible scoring effect across the image (settings of Scale, Relief and Light shown), similar to how steel-braid would act when spun into hydraulic hose - it was ideal for my needs at this stage!
That was one instance of the filter applied, but to really stand out, I needed the direction of the 'Texturiser' to be evident from left to right, as well as up and down and so, with that in mind, I duplicated the layer and proceeded to repeat the 'Texturiser' filter once more, but alter the 'Light' direction from top to left, which gave the opposing-textural effect I was after
Here is the finished product, waiting to be imported into my Material Library in 3DS Max later on
The 'weave_pattern_texture' applied - the 'Pipe_Object' was modified with a 'UVW Map' so that I could use the 'Gizmo' and rotate the texture 45degrees to appear more like a real-life braided hose on the model itself
Tweaks to the 'Bump' map and the 'Specular' with a 'Phong' shader also brought it closer to my expectations
Other Photoshop-Created Textures w/Rendered Screenshots
The material was created with 'Gradients' of golds and yellows and a 'dry brush' effect in Photoshop
The material created above is applied to nuts and other fittings which are relatively new replacements compared to some pieces on the pump which are visibly showing their age
The texture is of an 'Anistrophic' shader-type and has a reasonably high level of 'Specular' highlights to bring the edges of the objects to react in the lighting conditions, with a small amount of 'Bump' mapping to enhance the natural 'grain' of the steel
The two images above show the culmination of layers that made up one of a few textures which would be used on the ageing hardware throughout the pump model. Impressions of browns, oranges and ochres were deliberately applied in a random manner as to be enhanced later on with the use of a 'Bump' map
Here is a render of that map on a particularly weathered nut sitting right near the base of the gauge itself
Notice how, using the 'Phong' shader, in conjunction with the uprated 'Bump' map gives this material a more realistic and complex pattern and appearance to other maps which are present on the model
A render of the above material, with an 'Anistrophic' shader and varying elements of 'Specular' and 'Anistrophy' applied also
A simple map, but with the intentions to be used on irregularly shaped items such as the bolts, threaded attachments and so forth (the browns and umbers again signify aged appearances and extensive usage over the decades)
An example of the above map used on an irregularly shaped object - without the modifier 'UVW Map', many of these materials appeared distorted or stretched, as the total resolution of the PNG/PSD/JPEG file tried to work itself around the form of the object
The two images above show an example of the eventual usage of downloaded textures for complex applications such as the decidedly rusted and beaten piping (which the main steam supply would be attached too beneath the braided hose) This was then cropped to a small sample which I could then use, once I had reduced the 'Canvas Size' to avoid the saved file keeping the white background - making the tiling a nightmare when applying the texture onto the pipe!
A render of the above texture - once a 'UVW' Map was applied to the pipe, I then chose the 'Face' map-parameter and the texture worked itself along the object with little visible tiling throughout
One of the taps had a very reflective green-painted surface which I wasn't going to have the time to recreate in Photoshop, so I needed to use the Reference image (luckily the cameras used a 10M-equipped sensor to ensure all images taken contained plenty of strong detail, even after being heavily cropped!) to grab the sample of the texture I needed. The image above shows the photo being rotated to allow the 'square-shaped' crop tool an equal sample to chose from 90degrees to the edge of the tap itself
The sample taken, which I ensured contained examples of reflection on the surface and also a selection of green-tones across the sample too
A brief look into the options I'd selected for this texture in the 'Material Editor/Library' Notice how I have used the 'Editable Poly' modifier to select areas of Polygons I wanted before applying the texture - this ensured I didn't have a complex array of tiling issues witrh the texture wanting to stretch itself across the complete object!

The green tap texture applied and rendered - the image above was changed afterwards to incorporate greater levels of reflection and tonal variation, as this render doesn't quite present the fine detail captured in the original crop
A brief look into the options I'd selected for this texture in the 'Material Editor/Library' Notice how I have used the 'Editable Poly' modifier to select areas of Polygons I wanted before applying the texture - this ensured I didn't have a complex array of tiling issues witrh the texture wanting to stretch itself across the complete object!

The green tap texture applied and rendered - the image above was changed afterwards to incorporate greater levels of reflection and tonal variation, as this render doesn't quite present the fine detail captured in the original crop
ScreenShots and Renders of other Sections of the Pump Model
To add greater detail, I altered the default colour of white of the 'Specular' shader parameter to one that will match the warm, amber-like ambient lighting which will be present in the interior of the workshop when the model is taken into it
At this stage, I was creating a duplicate of the 'chipped_paint' texture I had found to be applied to, amongst other things, the bolted attachment (shown here above the makers stamp), with the duplicate version being applied to the lower casing, which included the makers stamp here
I also found that I could use the CTRL and left-click technique to select all the nut/bolt objects visible here and use a 'UVW Map' to ensure all of them would adhere to the same tiling and co-ordinate constraints
A render of the lower-left corner - this wil be 'in shot' when the final production of the camerawork is produced and so it needed to be as tidy and co-ordinated as possible
When I was checking over the lower-left corner, I noticed that although I had mapped the 'makers_stamp' and 'Chamfer_Box' outer casing together, the texture didn't quite sit right as the damage of the peeling paint on the casing didn't match up with how it showed on the lettering (and these two items were evident in the reference images!)
And so, I needed to use the 'UVW Map' 'Gizmo' and move it around and adjust the roatation slightly to match it against the pattern of the casing as accurately as I could manage
When I was applying the 'chipped_paint' texture to the cylindrical casing, I found the standard 'drag-and-drop' technique meant that the tiling was clearly evident to the naked eye and so wasn't exactly presentable in that state
I therefore used the 'UVW Map' mapping of 'Cylinder' purely because I thought it would wrap the texture around the object in a more realistic way and the tiling would match up closer - the was indeed the case but, as the render shows, the extruded end section was causing an ugly distortion with the tiling of the material
By an almost coincidental decision, I checked the 'Cap' box next to the 'Cylinder' mapping option and, as is shown here, the tiling corected itself to match its opposing side very well indeed - a rare moment of happy coincidence if there ever was...!
One final item I wanted to cover before I attempted the final render (shown below) is to carry out a recce around the whole model and fix any tiling or positioning issues with the materials that I knew would bug me if they re-appeared when Post-Production was underway in the coming week
There wer a mixture of simple tweaks with tiling to sort out, a few adjustments to hide irreversible tiling issues ( rotating the texture or the object to hide the offending section out of camera shot) and certain hiccups with mapping: the one above was the main one
The rest of the object was exactly as I wanted it but this series of Polys just weren't going to tile properly - luckily, I realised that this section was actually going to be hidden when this section is joined up with the central section anyway (certainly a close call!)
The final render! Here she is: all fully textured (apart from the dial-detail which, incidentally, I was in the middle of doing at the end of this week, but I blame Photoshop for freezing on me and not allowing me to recover the save I had!)
The combined processes of creating, editing, cropping, mapping and applying didn't take as long as I'd expected and generally everything ran through smoothly - I was certainly pleased that the quota of my user-generated textures outnumbered the small selection I simply had to download (and that was ultimately only down to tight time constraints)
Next week the group will be concentrating on Post Production; this is the stage where I can polish up this stage of the total processes we have concluded to reach this point...


















