While searching in my computer i got this article, don't know who is the writer but hopefully useful for you. And if writer is reading then then please tell me and i will add his name.. and don't think having any problem because can't find this stuff online anywhere.
PHOTOREALISTIC TEXTURING
An Introduction To Texturing
Introduction
Hello everyone, and welcome to the first instalment of my workshop on advanced texturing. Before we go on, let me just point out that under absolutely no circumstances are you going to find any tutorials on how to make tacky chrome surfaces or light blue glass . There is quite enough of that out there already. Not that I think there is anything wrong with those, it's just that those tutorials will only get you so far, and when you are suddenly faced with the challenge of texturing a photorealistic shower attachment or elephant's toenail, they are going to get you nowhere.
What I intend to do is to illustrate exactly how to observe real life surfaces and recreate them digitally. With all the frills. And that means absolutely no tiled texture maps.
I am going to try and be as non-software-specific as I can, but I don't claim to know all the ins and outs of the surface editors of many high end 3D software packages, so I will leave it up to you on how to figure out the equivalents in the software that you use. However, I will try and use the most generic terminology I can think of, to avoid unnecessary confusion.
Why Procedural Textures just don't work
Now procedural textures are something that I am very passionately against. I know that they are great for when you need to create a certain look in a very short amount of time, but if you are wanting to create something which is believable, they are just not going to cut it. Procedural textures are fine for beginners, and even some intermediate 3D artists, but there comes a time when you are going to have to leave them alone. Completely.
Why is that? You may ask.
Let me explain.
You see, nothing in this world remains untouched – whether it is touched by the weather, by animals, or by man, the world is interacting with it in some sort of way. When you are texturing something, you have to start off by asking yourself a few questions – what is this object used for? Where is it found? How do people interact with it?
Now if you wish to make your textures absolutely believable, they are going to have to show how it is that the world is interacting with it on a regular basis. For instance, a childs toybox, would become worn in streaks below the lid where the child's hands drag as they reach to lift it (this would be most noticeable in the specular layer); an old telephone with one of those old dials would have oily fingermarks around the little holes where your finger goes in to turn it; a computer mouse would also have oily streaks on the buttons where your fingers slide up and down as you use it. These are all examples of our interaction with objects and the effect that these interactions on their surfaces.
Now, to try and recreate these very specific, familiar day-to-day effects, you are going to have to ignore the very tempting Puffy Clouds and Fractal Noise procedurals, and actually make an effort to do them yourself.
Than means, painting your own textures.
No amount of clever tweaking of a Hybrid Multi-Fractal combined with a Perlin Marble procedural pattern is going to be able to recreate the scratches and worn paint around an old screw on a tractor which has been re-tightened, over and over again over the years, where the screwdriver always drags hits and drags when the person holding the tool tries to get to the screw itself.
There are, of course, a few exceptions to this. Liquid surfaces, for instance, can only really be made and animated with procedural noise, if you have no access to a decent soft-body dynamics engine. They can also be useful for bumps maps for surfaces like skin, or cloth, that can have a very uniform bump across a large surface. However, they should never be used alone for things like these, as even a surface like skin changes in specific areas where it creases along joints or if there are any blemishes, and these details should obviously be added using a unique painted image. But apart from instances like these, the only way that you are ever going to achieve truly perfect and photorealistic surfaces is to paint them yourself.
Observing the Aspects of Surfaces In Real Life
If you wish to become a brilliant texturing artist, the first thing you are going to have to do is learn how to properly observe surfaces in the world around you. You need to look at things and, in your mind, break the surface apart into it's different aspects. Look at a brick wall – study the variations in colour, notice how the light is broken up along it's surface, feel the groves, scratches and bumps on the bricks themselves as well as the grain of the cement between them. Even take note of it's temperature – I know that sounds strange, but that can become very important when you are trying make people really believe that the surface exists. People looking at your textures must be able to imagine exactly how it feels to touch, and the temperature of the surface is definitely important, But that is a detail that I will go into depth at a later stage.
You need to begin looking at the world around you in terms of the aspects that you will recreate digitally. I know this may sound really bizarre, but when I am driving to work in the mornings (this usually being the only time of day that I actually see the world outside…), I often find myself looking at an old garbage can on the side of the road, and thinking “hmmmm… that can has an awesome diffusion map on it” or looking at an old council truck and thinking “what a cool specularity map that has”. It is because I think like that, that when I sit down to work and am given something to texture, I can draw directly from my memory and experience, because I do know offhand what the diffusion of metal looks like, or how to do really great rusty streaks on the side of a truck.
Make an effort to break up things you see into Colour, Diffuse, Luminosity, Specularity, Glossiness, Reflection, Transparency and Refraction, Translucency and Bump aspects. Some surface areas also include Displacement, which is basically a Bump map that actually alters the geometry, but because it is then, technically, a geometric property, I will not deal with it, as it doesn't really affect surface attributes as such. All these different surface properties are generally, across the board, incorporated into your software's surface editor, possibly with the exception of transparency (which is not the same as Opacity), and translucency. Observe how these different aspects interact with each other – for instance, very reflective transparent glass, isn't very reflective and is less transparent where it is scratched and where it has been dulled (by been handled or by being wiped by a dirty cloth).
Of course, in order to begin observing all these aspects correctly, you need to have a very good understanding of what each of these are.
Please note: When I speak of procedural textures here, I am not referring to specialised SHADERS written for Renderman, Lightwave, Maya etc. I am referring to the built in fractal-noise type procedurals. And before you begin posting complaints about these statements, please read the following few pages of discussion concerning this.
