View Full Version : texturing a spoon

08 August 2002, 02:39 PM

Iīm modelling simple objects and this is one... a simple spoon. I want to texture it with a lot of realism... someone can tell me what can I do for it ?

thanks in advance...

The modelling was made with LightWave 3D. :p


08 August 2002, 09:55 PM
Small update

:bounce: :bounce: :bounce:

C Ya soon

C&C will be apreciated

08 August 2002, 12:29 PM
Well, it's looking really nice so far :)
I do think that it might be a little too reflective though. The light refletion is overwhelming it a little bit, and it makes it hard to see if there is any detail on the handle.

08 August 2002, 01:38 PM
:buttrock: :buttrock:

Thanks !!

I will change the value of specularity and I render again.... Here is a wireframe... no secrets... LOL. I will add some detail in the bottom part of the spoon. Difficult to explain and I will do the curve of the "head" more pronunciated.

Thanks again... and... how can I do to make it with dirty, and looking like a real spoon ?


08 August 2002, 01:53 PM
To make it more dirty and realistic, add some detail to your colour, diffuse, specularity and reflection channels ;)
I would recommend doing this with image maps - and then adding dirt to the areas next to where there are rims on the object. Dirt always tends to build up in these areas.
A planar unwrap on the Y-axis should do the trick ;)

08 August 2002, 09:06 PM
Hi to everybody again... :)

I never texture with LightWave and I have a lot of questions about it.... :thumbsdow

Leigh, the actual bright of the image is specular value... not reflection... the scene has only a light. This is an Area Light and... if I set the value of specular to 0... the bright dissapear but if it is to 1% is the same that 100%.... :surprised . I donīt know why... and about the channels...

colour: I suppose that here... all the dirty with gray and some colors in diferent parts ?

diffuse: why ? what can I do with it ?

specularity: to define bright... where or how to apply correct this channel ?

reflection: in different zones reflection is more ?

Thanks for all the tips


08 August 2002, 08:43 AM
Okay, you firstly need to take down the specular amount then - it is too shiny for a spoon I think :)

Yeah, area lights do tend to act weirdly like that... I'm not entirely sure how to fix it....

Okay, for the channels:

Colour - yes, add the flecks of dirt to the colour channel.

Diffuse - diffusion scatters light. Metals have quite a low diffusion, and a higher reflection amount. Add the flecks of dirt from the colour channel to the diffusion channel as well, because the dirt will have a different diffusion to the metal ;)

Specularity - as with the diffusion, the dirt will have a different specularity to that of the metal. Where the dirt is, the spoon won't be as shiny.

Reflection - exactly the same as the specularity in this instance.

What you have to always remember is that anything that affects one of the channels affects all the others too ;)
For more info on texturing (especially with Lightwave), you should read the workshops in this forum....

here are the links:

Photorealistic Texturing For Dummies Part 1 - Introduction To Texturing (
Photorealistic Texturing For Dummies Part 2 - UV Unwrapping & Part 3 - Making Colour Maps (
Photorealistic Texturing for Dummies Part 4 - Diffusion (
Photorealistic Texturing For Dummies Part 5 - Specularity, Gloss and Reflection (

Hope this helps!

08 August 2002, 12:53 PM
WOW !!!!!

Thanks Leigh, u are the best!!! I go to read and learn how to apply correctly the channels... I will post my tests renders and questions....

And keep it up with the texture tutorials...




08 August 2002, 03:07 PM
Hi folks! I have some questions.... :p

For the texture maps for each channel what is the best size ? if I produce a image of 640x480 ? a image maps of 1280x960 ?

First of all... I will start with the Color Channel.... I leave all the image white except the dirty in black and other colors ? In the next image I show u what zones I think that I must to dirty... is that correct ?

And now... Why use a Y Axis map, why not an Atlas in UVMapping ? Because... the front and Back part of the spoon is different, no ? :shrug:

Well, nothing more...

Waiting for answers... thanks!!!

CGTALK is a good place to learn !!! :buttrock:

08 August 2002, 09:27 AM
Yeah, put dirt in those areas :thumbsup:

I recommend using a planar projection because it requires less editing, and also results in less stretching to fix.

Once you have the UV unwrapped, you can actually select the polys on the underside and pull them out in the UVs so that the top and bottom bits lie alongside (in other words, you can paint different details on the top and bottom) ;)

08 August 2002, 10:02 AM
Ok, Letīs go !!!

Today I will start with the spoon texturing... You know that is my first texturing in LW... I want to get a UVMap of the spoon with LW but I get something like this:

Why the image is distorsioned ? It is normal ? I must to work with the image like this ? and If I want to make a map with muuuuch more resolution like... 1280xSomething how can I generate it higher ?

Iīm sorry because I thing that they are basic questions... But I want to learn more about texture maps.... If I Start with texture color.... I must to do something like this ?

Because I want to do a real spoon, not a multicolor spoon... LOL... Can someone help me ? Leigh, can I send the spoon and orientate me a little ? Iīm alone in the dark world of textures... LOL

HELP me PLEASE !!!!!

Waiting for a response...

08 August 2002, 10:10 AM

One more question.... Ummm.... I freeze the model before to texture it if it is like mine ? In the last screenshot it is freezed... but I have the original... (normal, no ?)...

thanks again

08 August 2002, 10:19 AM
Hehehe ok just calm down :)
Everything is going to be okay.

Right, this pretty much always happens with planar UVs - it'[s perfectly normal, so don't worry.
What you need to do now is edit the UV so that it isn't stretched like that.
Firstly, because the entire thing has become stretched, you need to shrink it more or less back to it's normal proportions.
In order to do this, you will need to unweld your vertices.
Press CTRL+U.
This unwelds your vertices.
Now, select all the polys in the UV viewport, press h and use the stretch tool to shrink it back to fairly normal proportions.
The top part will probably still be bit stretched, but you need to re-weld your vertices first.
Press m.
Now all your points are re-welded.
Now, select the polys of the head of the spoon, and shrink them, once again with the stretch too, so that it looks right.
Good! :D

Now, maximise your UV viewport, make sure the entire square area of the UV template is visible, hit Print Screen on your keyboard, go to Photoshop, create a new document, and paste the screenshot in there.
Then crop the image so that only the UV template (the entire square, not just the spoon polys) is left.
You can then change this image to any size you want, before you start painting on it.
Now paint!
:cool: :cool:

I would recommend not freezing it before unwrapping - it makes editing the points in the UV extremely difficult ;)

08 August 2002, 11:01 PM
Iīm absolutely impressed!!!

All ur tips works perfect Leigh, thanks....

But I donīt have a lot of time to texture... work, study etc...

But I want to try first to do a metalic surface for example for a simple cube... but I want to add detail like...

metal looking

But... I read ur articles yes... but... Itīs difficult the first time to do some realistic...

I have a special interest in scratches, and dirty in this metal surface... maybe on a beveled cube....

Can u.... PLEASEEEEEE put on the forum diferent images to ilustrate the diferent maps in this case... ?

I want to work in the lighting too... maybe... yellow from a window... calid environment, and maybe model some elements... like a teapot (not OpenGl teapot) LOL... and some light of interior lighting... what do u thing ?

I donīt want to use Area Lights Because it makes my objects explode of specular...


waiting for response


09 September 2002, 01:51 PM
its looking good so far. One thing that stuck out was the edge of the cupped part of the spoon, it looks really sharp (model, not texture). On the texturing part, i was eating my breakfast as i was reading your thead, so i have a spoon in my hand! things i've noticed are fingure prints on the handle, and lots of little lines running up and down the cup part. but around the edges it seems to be smoother, i surpose as that part gets the most contact.

Hoped that helped

-Matt :D

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