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Modeling & texturing a book in C4d

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Part Three: texturing


I will be using a plugin called TexturePlus in this part. The plugin isn't essential for accomplishing what we are going to do but it will make texturing easier. First of all you need to download tex.zip, a Winzip archive containing all textures you'll need for this tutorial. Download and unzip the content to the directory where you have your book.
Time to start texturing. Hide the dust cover and the pages to leave the hard covers visible. Make sure you are in polygon mode and select the Rectangle Selection tool, make sure that Only Select Visible Elements is unchecked and then select the top polygons like this (marked with a red line):
Perspective view with close ups:
Now save this selection with a Polygon Selection Tag (Selection > Set Selection) and name it front. Switch to Front view again and select the corresponding polygons on the lower part of the covers. Save this selection as back (polygons marked in red):
NB: When you set a new selection, make sure that the old selection tag isn't selected in the Object Manager - if it is it will be overwritten by the new selection. A tip is to deselect it by clicking in the Phong or Smoothing tag first.
Now select the spine polygons like this but this time use the Polygon Selection Tool (Only Select Visible Elements should be unchecked):
Save the selection as spine. Now it's time to apply the textures. Create a new material and name it front. In the Color channel load front.jpg and set the Interpolation to SAT (SAT is a better choice for still images than MIP, which is more suited for animations). Activate the Bump channel and load front_bump.jpg. Leave everything at default except Interpolation which should be SAT. Finally uncheck the Specular channel - this material will represent cloth and as such it has little to no specular attributes.

Apply the material to the mesh by dragging it from the Material Manager to the covers in the Objects Manager. The material will default to UVW Mapping so change that to Flat mapping instead. In the Selection field type front to restrict this material to our polygon selection with the same name:
The material is now facing the Z direction so we need to rotate it to fit the covers. Make sure the texture tag is selected, switch to the Use Texture Axis Tool and then select the Rotate Active Element tool. Now rotate the textue -90° on the X-axis which will give you a value of -90° in the P-field in the Coordinates Manager:
To get the material to cover the front instead of tiling you have two options: the Fit to Object command from the Object Manager (Object Manager > Texture > Fit to Object), or use the plugin TexturePlus.to fit or not to fit It's not in all situations the Fit to Object command is appropriate. If we use it on our cover it will work out OK but since the actual object (the cover) is bigger than the area we're trying to fit our flat mapped texture to (the selection), it will stretch the bitmap to fit the whole object and thus crop away the borders of it. With this particular texture it will not be all that disturbing since it hasn't got any specific details but with a more detailed cover it could.

TexturePlus is a very useful plugin. It will take your texture and fit it automatically to your selection. All you have to do is rotate it so it faces the correct direction and then call the plugin, like in this image

I've found that TexturePlus can be a bit fiddly from time to time but here's how it works:
* Apply, restrict and rotate your material like we did above
* Make sure that your polygon selection is selected by double-clicking on its selection tag in the Object Manager
* Select the material's texture tag in the Object Manager
* Call the plugin (Plugins > TexturePlus > Fit to Polygons)
* Click on the selection tag again and the texture should now fit

OK, on with the texturing and it's time for some cheating: duplicate the texture tag named front and restrict its selection to back:
Since the texture is already scaled for the original selection it will fit smoothly with the back polygons as well:
Time for the spine. Create a new material, call it spine and load spine.jpg in the Color channel (SAT interpolation), load spine_bump.jpg in the Bump channel (SAT) and uncheck Specular. Assign it to the mesh and change mapping type to Flat. Restrict it to the spine polygon selection tag. You will need to rotate this material as well, so repeat the procedure outlined above. Rotate it -90° on the X-axis (P. -90°) and then -90° on the texture's Y-axis. You'll notice that this will give you P: -180°, H: 90° and B: 90°. This is normal behaviour for the HPB system and why this happens is explained in the manual. All you need to know is that the texture will be correctly aligned with the spine. Finally call TexturePlus or set the texture to fit to the object (Object Manager > Texture > Fit to Object):
Now for the rest of the covers and we'll texture this by cheating - again. Drag your front material from the Material Manager to the mesh. It will by default be added last in the tag list but if we leave it there it will completely cover all our selections. Move it down the tag list and place it first:
Set the Mapping to Cubic and then Fit to Object, make sure you're still using Use Texture Axis Tool and select the Scale Tool. Now scale the texture on the Y-axis until it's roughly the same height as its Z-length (this is to make sure that the texture isn't too squashed on the Y-axis). If this texture wasn't there the cover would be default grey in some places like the rims and the inside. By adding this unrestricted texture we avoid this. That completes the covers, so on to the pages. Hide the covers and make visible the pages. I've decided to show you two different approaches to texturing the pages, one procedural for those with access to SLA, and one using a regular scanned bitmap of the pages.
Procedural
Create a new material, name it pages, uncheck Specular and load a Distorter shader in the Color channel. Then load a Noise shader as Texture (for pre 8.5 users: load a bhodinut 3D Noise). Set Color 1 to RGB: 130, 124, 115 and Color 2 to RGB: 225, 216, 202. Global Scale should be 100%, and Relative Scale should be 1185%, 22% and 1008%.

See scran grab of the bhodiNUT shader for 8.2 here
In the Distorter's Distorter channel load another Noise shader. All you have to change with this shader is Global Scale which should be set to 200%.
Activate the Bump channel and place a copy of the Distorter shader in the texture field (in other words, you should have in the Bump channel an identical copy of your Color channel). Edit the coloured Noise shader so it's black and white and finally set the Strength of the bump to 7%.
OK, the shader is done. Drag the newly created pages material from the Material Manager to the Extrude NURBS object. Deafult mapping will of course be UVW so change that to Cubic. Fit the texture to the object (you will have to use Object Manager > Texture > Fit to Object here since we're not dealing with polygons) and you're done:
So, what's going on here, really? It's quite easy: the first Noise shader provides the visual impression of pages stacked on top of each other and the Distorter makes sure that these pages aren't completely straight.
Bitmap
The second approach is perhaps the traditional one: using a bitmap. First of all you need to make the Extrude NURBS object editable. This will give you three objects: Extrude NURBS and two Caps. Now, create a new material and name it pages. Load pages.jpg in the Color channel and in the Bump channel. Both should have their interpolation set to SAT. Also uncheck the Specular channel. Drag the newly created material from the Material Manager to the Extrude NURBS object. Deafult mapping will of course be UVW so change that to Flat. The material's orientation is wrong so we will have to rotate it just like we did with the cover materials. Rotate the material


-90° on the X-axis, then another 90° on the Y-axis. This will in the Coordinates Manager give you H: 90°; P: 0° and B: 90°. Finally you fit the texture to the object:
Now duplicate the texture tag and assign it to the first of the two Caps. Set it to H: 0° as this will orient the material to face the Z direction. Then duplicate that tag and assign it to the last of the Caps and the pages are done:
Now for the dust cover and we'll use the same technique here: set polygon selections and then restricting our bitmaps to those. Start by hiding the covers and the pages so only the dust cover mesh is visible. Select the Use Polygon Tool and using the Rectangle Selection tool (Only Select Visible Elements should be unchecked) select the top polygons including the flap like this (selected polygons marked with red):
Save the selection as cover_front. Now select the spine polygons and save that selection as cover_spine:
And finally select the back polygons and save that selection as cover_back:
Now for the materials. Create a new material and name it cover_front. Load cover_front.jpg in the Color channel (SAT as usual) and leave Specular channel activated with default values (specularity will always be tweaked depending on your scene and lighting rig, so we'll ignore it in this tutorial). Drag the material from the Material Manager to the mesh. Default mapping will be UVW so change that to Flat and restrict the material to the cover_front selection you created earlier. Rotate the texture so it faces the proper direction and then either Fit to Object or call TexturePlus. If you use the Fit to Object command, note that you will have to scale the texture manually on its X- and Y-axes so it covers the polygon selection (with TexturePlus you don't need to as the plugin does it for you):
Create a new material and name it cover_spine, load the cover_spine.jpg in the Color channel, leave Specular activated and apply it to the mesh with Flat mapping. Restrict it to the cover_spine selection and rotate it so it's facing the correct dimension and then Fit to Object or use TexturePlus:
Create a new material and name it cover_back, load the cover_back.jpg in the Color channel, leave Specular activated and apply it to the mesh with Flat mapping. Restrict it to the cover_back selection and rotate it so it's facing the correct dimension and then Fit to Object or use TexturePlus:
And with that our book is done! The book you've just modeled can be used as a basis for more books - remove the dust cover and you have two to start with. Replace the textures with other scanned images, scale the book, dupilcate it and so on. You'll have a library in no time :)
Many thanks Anders :-)
Once again, here's the c4d-file for XL 8.5 and the tex.zip file containing the textures ...!
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