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		<id>https://wiki.secondlife.com/w/index.php?title=Case_Study_-_Example_wood_crate_using_materials&amp;diff=1179613</id>
		<title>Case Study - Example wood crate using materials</title>
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		<updated>2013-06-30T09:16:37Z</updated>

		<summary type="html">&lt;p&gt;Stora Zhora: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Category:Materials]]&lt;br /&gt;
&lt;br /&gt;
== Preparatory materials ==&lt;br /&gt;
* A materials-enabled Second Life viewer (3.6.0 or later, [https://wiki.secondlife.com/wiki/Linden_Lab_Official:Alternate_Viewers#Project_Materials_Viewer in beta as of 2013-06-04]), and a graphics card capable of using the &#039;&#039;&#039;Advanced Lighting Model&#039;&#039;&#039; in Graphics Preferences&lt;br /&gt;
* [http://www.spiralgraphics.biz/download_ww.htm Wood Workshop] - A free seamless wood texture generator.&lt;br /&gt;
* [http://www.gimp.org/ GIMP 2.8] - A powerful, free image manipulation program.&lt;br /&gt;
* [https://code.google.com/p/gimp-normalmap/ gimp-normalmap] - A plugin for GIMP that facilitates the creation of normal maps.  This requires a little bit of work to install, so make sure to follow the instructions carefully.&lt;br /&gt;
* [http://forums.getpaint.net/index.php?showtopic=24587 Paint.net Normal Map Renderer] - A plugin for [http://www.getpaint.net/ Paint.net] to render a normal map from a 2d image.&lt;br /&gt;
* You can get the completed example crate for free from the Second Life Marketplace at: [https://marketplace.secondlife.com/p/Materials-Example-Crate/4968980 https://marketplace.secondlife.com/p/Materials-Example-Crate/4968980]&lt;br /&gt;
&lt;br /&gt;
== Step 1: Generate a wood texture using Wood Workshop ==&lt;br /&gt;
[[File:Example crate wood texture.jpg|thumb|This is the wood texture used in this case study.]]&lt;br /&gt;
# Start Wood Workshop&lt;br /&gt;
# Under &#039;&#039;&#039;Render Resolution&#039;&#039;&#039;, choose 512x512&lt;br /&gt;
# Under &#039;&#039;&#039;Category&#039;&#039;&#039;, choose Uncut Wood.&lt;br /&gt;
# Under &#039;&#039;&#039;Texture&#039;&#039;&#039;, choose a wood type. For this exercise, I chose Maple.&lt;br /&gt;
# Play with the various sliders until you are happy with the appearance of &#039;&#039;&#039;Final Texture&#039;&#039;&#039;&lt;br /&gt;
#* I recommend leaving &#039;&#039;&#039;Scale&#039;&#039;&#039; at zero for this exercise, but the other sliders all produce interesting results.&lt;br /&gt;
#* I also recommend avoiding the &#039;&#039;&#039;Effects&#039;&#039;&#039; for this exercise.&lt;br /&gt;
# When you&#039;re ready, choose &#039;&#039;&#039;Render &amp;gt; Render Texture&#039;&#039;&#039; from the top menu bar.  This generates your final high-resolution wood texture.&lt;br /&gt;
# Choose &#039;&#039;&#039;File &amp;gt; Export Image&#039;&#039;&#039; to save your wood texture to a .jpg file on your computer.&lt;br /&gt;
&amp;lt;br clear=&amp;quot;all&amp;quot; /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Step 2: Adding some details to the wood texture ==&lt;br /&gt;
[[File:Example crate intermediate diffuse texture.png|thumb|Intermediate diffuse texture.]]&lt;br /&gt;
# Open the wood texture in GIMP&lt;br /&gt;
# Immediately create a new layer by choosing &#039;&#039;&#039;Layer &amp;gt; New Layer...&#039;&#039;&#039; from the top menu bar; you won&#039;t want to accidentally draw on your original wood texture!&lt;br /&gt;
#* The new layer should be the same size and shape as the wood texture (512x512), with a fill type of &#039;&#039;&#039;Transparency&#039;&#039;&#039;.&lt;br /&gt;
# Select a border area around the image by dong the following:&lt;br /&gt;
#* Select the entire image by choosing &#039;&#039;&#039;Select &amp;gt; All&#039;&#039;&#039; from the top menu.&lt;br /&gt;
#* Select a 32 pixel border by choosing &#039;&#039;&#039;Select &amp;gt; Border&#039;&#039;&#039;.  Enter &amp;quot;32&amp;quot; into the &#039;&#039;&#039;Border selection by&#039;&#039;&#039; box.  Click &#039;&#039;&#039;OK&#039;&#039;&#039;.  A rectangular border around the image should now be selected.&lt;br /&gt;
# Choose &#039;&#039;&#039;Filters &amp;gt; Render &amp;gt; Clouds &amp;gt; Solid Noise&#039;&#039;&#039; and click &#039;&#039;&#039;OK&#039;&#039;&#039; to use the default settings; this fills the border with a cloudy metallic gray pattern.&lt;br /&gt;
# Add a text layer (the text tool does this automatically when you try to insert text).  In this case, I used the word EXAMPLE using the Sans Bold font at 100pt and then rotated the layer 45 degrees.&lt;br /&gt;
&lt;br /&gt;
{{KBnote|Remember that the purpose of this exercise is to generate dynamic shadows on your texture using normal maps; the practice of using &amp;quot;baked&amp;quot; lighting and shadows is unnecessary and would actually look strange when used in conjunction with normal mapping!}}&lt;br /&gt;
&amp;lt;br clear=&amp;quot;all&amp;quot; /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Step 3: Creating the normal map ==&lt;br /&gt;
=== Adding some details ===&lt;br /&gt;
[[File:Example crate prenormal.png|thumb|The texture just prior to generating the normal map.]]&lt;br /&gt;
&#039;&#039;&#039;&amp;lt;span style=&amp;quot;color:#FF0000&amp;quot;&amp;gt;Save your work here!&amp;lt;/span&amp;gt;&#039;&#039;&#039; We&#039;re going to be making some major changes to the image that we need to revert later.  Make sure you keep your layers intact.&lt;br /&gt;
&lt;br /&gt;
Experiment with different selections and brush shapes to create interesting textures. The normal map plugin responds to differences in color to determine simulated depth.&lt;br /&gt;
* Before creating the normal map, I added some black dots on the corners and random white brush strokes to the border layer.  These created some additional interesting effects in the normal map, but I reverted the changes immediately after I exported the normal map.&lt;br /&gt;
&amp;lt;br clear=&amp;quot;all&amp;quot; /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Generating the normal map ===&lt;br /&gt;
[[File:Example crate normal map.png|thumb|This is the normal map used in this case study.]]&lt;br /&gt;
# Choose &#039;&#039;&#039;Image &amp;gt; Flatten Image&#039;&#039;&#039; to flatten all layers into a single image.&lt;br /&gt;
# Choose &#039;&#039;&#039;Filters &amp;gt; Map &amp;gt; Normalmap&#039;&#039;&#039;&lt;br /&gt;
#* Play with the various options in the Normalmap window until you get a normal map that you like.  You can preview the 3D results in realtime by clicking &#039;&#039;&#039;3D Preview&#039;&#039;&#039;.&lt;br /&gt;
# Click &#039;&#039;&#039;OK&#039;&#039;&#039; to convert your image to a normal map&lt;br /&gt;
# Click &#039;&#039;&#039;File &amp;gt; Export&#039;&#039;&#039; to save the normal map to your computer as a PNG file.  The default export options work well.&lt;br /&gt;
# After exporting, immediately revert back to your saved texture (as of the end of Step 2) with all layers intact.&lt;br /&gt;
&amp;lt;br clear=&amp;quot;all&amp;quot; /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Step 4: Creating the specular map ==&lt;br /&gt;
[[File:Example crate specular.png|thumb|The completed specular map]]&lt;br /&gt;
Again, &#039;&#039;&#039;&amp;lt;span style=&amp;quot;color:#FF0000&amp;quot;&amp;gt;make sure to save your work before beginning this step!&amp;lt;/span&amp;gt;&#039;&#039;&#039;  We&#039;re going to be making more changes that will need to be reverted.&lt;br /&gt;
# Select the base (wood texture) layer.&lt;br /&gt;
# Choose bucket fill tool and set the fill color to black&lt;br /&gt;
# Increase the threshold to maximum and fill in the wood texture layer; it should become completely black.&lt;br /&gt;
# Select the border layer&lt;br /&gt;
# Choose the rectangle select tool and use the guides we created earlier to select the area inside the guides.&lt;br /&gt;
# Choose &#039;&#039;&#039;Select &amp;gt; Invert&#039;&#039;&#039; to invert your selection, causing only the border area to be selected.&lt;br /&gt;
# Choose the bucket fill tool and set the fill color to white.&lt;br /&gt;
# Fill the border area with solid white using the bucket fill tool&lt;br /&gt;
# Select the text layer if you have one&lt;br /&gt;
# Choose &#039;&#039;&#039;Select &amp;gt; None&#039;&#039;&#039; to clear your selection of the border area&lt;br /&gt;
# Use the bucket fill tool to fill each letter of your text with solid white&lt;br /&gt;
#* At this point, your entire image should be black and white&lt;br /&gt;
# Export your specular map image to your computer by choosing &#039;&#039;&#039;File &amp;gt; Export&#039;&#039;&#039;.&lt;br /&gt;
# After exporting, immediately revert back to your saved texture (as of the end of Step 2) with all layers intact.&lt;br /&gt;
&amp;lt;br clear=&amp;quot;all&amp;quot; /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Step 5 (optional): Adding finishing details to the diffuse map texture ==&lt;br /&gt;
[[File:Example crate diffuse map final.png|thumb|The finalized diffuse texture]]&lt;br /&gt;
For fun, I tried to add some dirt and weathering effects to the diffuse texture before trying it out in Second Life.&lt;br /&gt;
* With the text layer selected, experiment with the eraser tool.  Try different brushes and opacity levels for a faded, scuffed paint look.&lt;br /&gt;
* Select the border area and play with &#039;&#039;&#039;Colors &amp;gt; Colorize&#039;&#039;&#039;; remember that this area will be shiny like metal in the final product.  I went with a dark bronze color.&lt;br /&gt;
* Play with different airbrush shapes and sizes to add some dirt smudges to the remaining surface on the wood layer. Try to be subtle; this texture will be repeated on every face of the object and any conspicuous markings will look strange if they&#039;re noticeably repeated.&lt;br /&gt;
* Save your final product -- We&#039;re almost done!&lt;br /&gt;
&amp;lt;br clear=&amp;quot;all&amp;quot; /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Applying diffuse, normal, and specular maps in Second Life ==&lt;br /&gt;
[[File:Applying a diffuse map.png|thumb|Applying the diffuse map.]]&lt;br /&gt;
[[File:Applying a normal map.png|thumb|Applying the normal map.]]&lt;br /&gt;
[[File:Applying a specular map.png|thumb|Applying the specular map.]]&lt;br /&gt;
# Log into Second Life using a materials-enabled viewer (3.6.0 or later)&lt;br /&gt;
# Find some land where you can build, such as land you own or a public sandbox&lt;br /&gt;
# Create a cube prim.  The example crate from this exercise is a &#039;&#039;0.75m x 0.75m x 0.75m&#039;&#039; cube.&lt;br /&gt;
# Right-click the cube and choose &#039;&#039;&#039;Edit&#039;&#039;&#039;.&lt;br /&gt;
# Click the &#039;&#039;&#039;Texture&#039;&#039;&#039; tab of the Build Tools window.&lt;br /&gt;
# Choose &#039;&#039;&#039;Texture (diffuse)&#039;&#039;&#039; from the material type dropdown if it isn&#039;t already set.&lt;br /&gt;
# Click the box above the word &#039;&#039;&#039;Texture&#039;&#039;&#039; to open the Pick: Texture window.&lt;br /&gt;
# Find and click your diffuse map to apply it to the cube, then click the &#039;&#039;&#039;OK&#039;&#039;&#039; button.&lt;br /&gt;
# Back on the Texture tab of the Build Tools window, click the &#039;&#039;&#039;Alpha mode&#039;&#039;&#039; dropdown menu and choose &#039;&#039;&#039;Alpha blending&#039;&#039;&#039; or &#039;&#039;&#039;None&#039;&#039;&#039;. The alpha blending mode is only available if your texture has an alpha channel (transparency).&lt;br /&gt;
# Choose &#039;&#039;&#039;Bumpiness (normal)&#039;&#039;&#039; in the material type dropdown.&lt;br /&gt;
# Click the box above the word &#039;&#039;&#039;Texture&#039;&#039;&#039; to open the texture picker and choose your normal map texture, then click the &#039;&#039;&#039;OK&#039;&#039;&#039; button.&lt;br /&gt;
# Click the &#039;&#039;&#039;Bumpiness&#039;&#039;&#039; dropdown on the Build Tools window and choose &#039;&#039;&#039;Use texture&#039;&#039;&#039;.&lt;br /&gt;
# Choose &#039;&#039;&#039;Shininess (specular)&#039;&#039;&#039; in the material type dropdown.&lt;br /&gt;
# Click the box above the word &#039;&#039;&#039;Texture&#039;&#039;&#039; to open the texture picker and choose your specular map texture, then click the &#039;&#039;&#039;OK&#039;&#039;&#039; button.&lt;br /&gt;
# Set &#039;&#039;&#039;Glossiness&#039;&#039;&#039; to 50.  Glossiness determines how reflective your specular map will be.&lt;br /&gt;
# Set &#039;&#039;&#039;Environment&#039;&#039;&#039; to 10.  Environment adds shininess to the entire object.&lt;br /&gt;
&lt;br /&gt;
You&#039;re done!  Admire your normal and specular-mapped object.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[File:Final crate.png|256px]]&lt;/div&gt;</summary>
		<author><name>Stora Zhora</name></author>
	</entry>
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