Go Back   Foundation 3D Forums > Techniques, Instruction > 3D
FAQ Members List Calendar Mark Forums Read

3D Tutorials and your questions on your particular 3D application. Or post questions for general 3D help.

Reply
 
Thread Tools Display Modes
Old 3rd Nov 2016, 08:17 AM   #1
hiddenevil
Registered Member
 Gallery
LightWave Paint Shop Pro Photoshop
 
Join Date: Nov 2012
Posts: 112
Default LightWave - Giving a mesh a wood grain effect?

Usually I would use a decent texture map, but I was wondering how I'd might go about getting a wood effect through the geometry.
hiddenevil is offline   Reply With Quote
Old 3rd Nov 2016, 07:30 PM   #2
DaveK
Registered Member
 
DaveK's Avatar
 Gallery
LightWave Poser Photoshop Premiere
 
Join Date: Dec 2007
Posts: 741
Default

Are you talking about modeling the wood grain into the mesh?
__________________
On the plus side, selfie sticks make great lightning rods.
DaveK is offline   Reply With Quote
Old 4th Nov 2016, 11:58 AM   #3
hiddenevil
Registered Member
 Gallery
LightWave Paint Shop Pro Photoshop
 
Join Date: Nov 2012
Posts: 112
Default

Yes, I was thinking about making a model for 3d printing. Modeller is my go to software (8.5) and I realised I wasn't sure how the heck I'd do it
hiddenevil is offline   Reply With Quote
Old 4th Nov 2016, 02:00 PM   #4
DaveK
Registered Member
 
DaveK's Avatar
 Gallery
LightWave Poser Photoshop Premiere
 
Join Date: Dec 2007
Posts: 741
Default

This may not be the best way but what I would do is find a picture of the wood grain you want to replicate and put it in the background. Then, using enough points and polys to replicate it, create polys that correspond to the surface texture. This can be a lot of work. Once you have the surface mapped with the polygons you can smooth shift the grain textures to get the height differentiation you want to show up in your 3D print.
__________________
On the plus side, selfie sticks make great lightning rods.
DaveK is offline   Reply With Quote
Old 9th Nov 2016, 03:22 AM   #5
hiddenevil
Registered Member
 Gallery
LightWave Paint Shop Pro Photoshop
 
Join Date: Nov 2012
Posts: 112
Default

That might work, I'm playing with different idea's. I never thought doing something like this would prove so darn complicated.
hiddenevil is offline   Reply With Quote
Old 9th Nov 2016, 08:55 AM   #6
David cgc
Premiere Member
 
David cgc's Avatar
 Gallery
LightWave Maya Illustrator Photoshop After Effects Shake Premiere
 
Join Date: Nov 2007
Location: California
Posts: 865
Default

Something I'd try is using a wood-grain texture map as a displacement map, then saving the transformed mesh in Layout (I think that's what it's called). You'll need a crazy-high polycount/subpatching level, but I suppose that'd be a requirement no matter how you modeled your grain.
David cgc is offline   Reply With Quote
Old 10th Nov 2016, 02:03 PM   #7
Treybor
Asylum Inmate
 
Treybor's Avatar
 Gallery
LightWave Poser ZBrush Photoshop Premiere
 
Join Date: Nov 2007
Location: San Diego, California
Posts: 6,333
Default

Quote:
Originally Posted by David cgc View Post
Something I'd try is using a wood-grain texture map as a displacement map, then saving the transformed mesh in Layout (I think that's what it's called). You'll need a crazy-high polycount/subpatching level, but I suppose that'd be a requirement no matter how you modeled your grain.
What David said. Probably the best you can get with Lightwave if you plan to export for 3D printing. Otherwise I'd recommend something like Zbrush.
__________________
Keep Flyin!
https://keepflying.com/
That Serenity Tutorial Guy.....
http://www.foundation3d.com/forums/s...ead.php?t=1281

SubPatch Modeling Tutorial (Nudity Warning)
http://www.foundation3d.com/forums/s...ead.php?t=3445
Treybor is offline   Reply With Quote
Old 12th Nov 2016, 03:58 AM   #8
hiddenevil
Registered Member
 Gallery
LightWave Paint Shop Pro Photoshop
 
Join Date: Nov 2012
Posts: 112
Default

Hey guys

I'm not familiar with that process, do you know of any guides online that might walk me through it?

If I understand you right, your applying a bump map or displacement to the surface and then freezing the altered geometry? I've not done this before, sounds kinda exciting! This is what I love about this hobby, forever learning something new about the software
hiddenevil is offline   Reply With Quote
Old 16th Nov 2016, 03:34 PM   #9
darthviper107
Contributing Member
 
darthviper107's Avatar
 Gallery
3DS Max ZBrush Photoshop After Effects Premiere
 
Join Date: Dec 2007
Posts: 384
Default

Yeah, I'd just do displacement.
In 3ds Max, you would first apply a Turbosmooth modifier, which will subdivide the mesh so you get more detail (the higher the number of subdivisions the higher the detail but also higher polygon count)
After that, apply a Displace modifier, in there you need to make sure it's set to use the uv mapping that's already applied (if you have it) otherwise it will do new uv mapping. Then you just plug in your map into the map slot and adjust the depth to your liking. After that, you can collapse the stack to make it permanent.
__________________
The Z-Axis
darthviper107 is offline   Reply With Quote

Go Back   Foundation 3D Forums > Techniques, Instruction > 3D
Reply


Currently Active Users Viewing This Thread: 1 (0 members and 1 guests)
 
Thread Tools
Display Modes

Posting Rules
You may not post new threads
You may not post replies
You may not post attachments
You may not edit your posts

vB code is On
Smilies are On
[IMG] code is On
HTML code is Off
Forum Jump


All times are GMT -6. The time now is 03:03 AM.


2006 - 2013 Foundation 3D