Photoshop is an integral part of many 3D modeler and animation teams uh workflow. Because what they do is they paint the textures that go on their models in applications such as Lightwave, Maya and that kind of thing. Let me just jump over to uh Modeler very quickly and show you that this is a 3D model of a building and I have the lamp here and I have the street and I have these doors and these windows and before you put anything on these guys they look like this, they're all gray and I click here and I'll show that this is a pretty blank wall and what you do is you paint these textures and you then map them or apply them. I guess the best way to think of it is you stick them on there like a decal and then they stick to the objects. I'm gonna go to Photoshop and do a very, very quick demonstration as to how that works. So I'm gonna create a new document and I'm simply going to paint a wooden door or something like that and I'm going to apply it to a new object in Lightwave. So I have a new document open and I'm going to create a brownish surface alright and I'm gonna go to edit, fill and I'll choose the foreground color. Then I'm gonna go to my filter menu and I'm going to apply some noise. Then I'm gonna go back to filter and I'm going to apply a motion blur and there you have some wood and now I'm gonna grab the burn tool and I'm just gonna burn the edges a little bit like this to make it look a little worn and I'll go ahead like this and just dirty it up a little bit. Uh one of the most important things to remember when you're doing 3D objects and textures is that nothing is really clean in the real world. Things are worn, they're beat up you know kinda like I'm worn and beat up. Alright, so, here's my texture alright and now what I'm gonna do is I'm gonna go to file and I'm gonna choose save as and on my desktop I'll just call this wood. And I'll make sure that it's JPEG file so that Lightwave knows how to use it, although I could of course use other formats such as targa, I'll save that. Then I'm gonna jump back over to Lightwave and I'm gonna create a new file, a new object and I'm gonna draw a box. And by the way this is not a Lightwave tutorial but if you'd like to learn how to use this amazing application please check out my Lightwave uh tutorial on Lightwave 9, so that's a little plug for myself there, definitely check that out. So here's Lightwave and here's an object, a plain old object and I'm going to put a texture on one of these polygons here. For example I'll choose this guy, I'll press Q on my keyboard and I'll call it wood or whatever I want to, I'll hit OK and then I'll go to my surface editor and I will choose this uh texture in the surface name list. I'll choose wood which is what I gave this polygon the name and I'll go ahead to my color channel and for image I will choose to load that image from my desktop which is the wood here, click open and you'll notice that it maps onto that surface but its not fitting right I have to hit automatic sizing, used texture on the bottom and there is the texture I just created in Photoshop stuck to a polygon and that is how you slowly but surely work your to coloring your sets and everything that you create in Lightwave or any 3D application so that your objects will now have these surface supply to them. It's pretty easy once you get the hang of it, but it does take a long time and it's mostly just the understanding of how to name these polygons and how to size the surface that you create in Photoshop so that they match your polygons and vice versa.
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