The Projection Man tools can be used to bake textures onto geometry, which can then be manipulated further in apps such as Adobe Photoshop. In this video, learn the workflow for baking textures with Projection Man.
- [Instructor] In the previous movie, we created an approximation of this building that we see in the photo, starting with the simple cube, and then manipulating it into shape, and I've gone ahead now and actually added some other details, some of these planters, and the barrels, and I've added a ground, and I've just gone and tidied up things, and added a few more details onto the building as well. So with that done, we can look through a different camera view, and this is the power of this sort of technique.
We can't go too far, but we can create a different view of this photo. There are certain things that would cause some issues, and it's when you have textures that they look right from one angle, but then when you start to come around, and I'm looking at this planter thing here. It will start to smear and sheer onto the wall, and so from our projected view, we can see we'll get a nice projection of this onto the geometry, but we wouldn't want to see the planter behind it, you see we want to have maybe just to continue this wall pattern.
So how would we do that? How would we work with that? We can bake out these textures, and then adjust them in something like Photoshop. So let's bake out a texture for this main building. So I'll select the building, and you see that currently we have it set to camera mapping unless it's through our calibrated view. So what I want to do is bring up the Projection Mantle. So if you come over to Window and choose Projection Man, and you see there's this long list of all the objects that we have in our scene that we can actually use with Projection Man, but we've got the building selected at the moment.
Now if you go to general and choose Bake Object, I want to increase the width and height of the texture, so I'm going to just type in 2048 by 2048, and I'm gong to change the format to Photoshop, which is here, PSD, and we'll keep everything as it is. I'd like to maybe just keep the original object. By having this checked here, it would actually replace it, so we'll uncheck that for now. And then we just need to choose a path name for our file.
So we'll just save it to the desktop for now, and we'll call it, in fact we don't have an option to name it. It will be named after what we have it named in the object manager, so we'll just choose open. Now it knows where to save the file, so we can just click Bake, and now Bake through, and it's rendering onto the geometry. When the camera stops seeing something here, the texture will just get smeared along the top, and that's what we'll see here when we actually open this up. So that has been baked.
Close this down, and you can see now we have this new object called building, and that texture has been applied. If we double click the texture, and we'll actually open it up here in the Material Editor. You can come over to the editor view here, and the texture preview size is set to default. It's quite low res. We can increase that, and we'll get a better view there, and we can go even further if we want to if you've got the memory. So you can see it really sharpens up when we bring it into the full res 2048.
All right, so now we have our texture applied. The next thing we will look at is how to actually manipulate this so that we can paint out unwanted areas.
- What is VFX?
- How is C4D used by VFX artists?
- Setting up a project for tracking
- Solving the 3D camera
- Removing lens distortion
- Solving and saving lens profiles
- Importing a model
- Manipulating keyframes and curves
- Creating shiny, refractive, and displaced materials
- Working with C4D lights and shadows
- Lighting with Sky objects
- Compositing mulitpass renders