I
almost always apply texture to the objects
in modeling phase, I need to apply pretextures
to seeing the working result, I also illuminate
almost completely to have an exact idea of
where to go.
Most
of the objects use the same mapping system,
I apply an "Poly Select" modifier,
I select polygons and I apply them a "UVWMapping",
then I copy that "Mapping" clicking
with the button 2 in the modifiers rollout,
I apply another "Poly Select", I
select other polygons, I paste the "mapping"
and I move, I scale or I rotate the gizmo
to avoid the "Tiling" efect.
In the picture of the left there are very
few repetitions in the vein of the wood.
Another
thing that I make frequently it is to vary
the output maps parameters , by this way
I can obtain, for example, many wooden varieties
with just one map. This also allows me to
control with more precision of exact color
that I need in each object.
The
rasped varnish effect I have obtained with a
"Blend" material, two different wood
maps and an dirt map from the "Total Textures"
CDs.
The effect is very realistic.
The
sculpture has a "Composite" material
formed by two "Concrete"
I
move the UVWMapping gizmo making coincide
the irregularities of the map with the geometry
The
light focuses in the roof have a radial gradient
map in the Self-Ilumination slot and a "Noise"
map in Diffuse
To hide the tiling effect
in the walls I select all the polygons of
that wall, then, I make a detach of those
polygons with the purpose of isolating them,
once isolated ("hide unselected")
I make a render in "Front" viewport
using the "box selected" mode
disabling shadows and "Environment"
effects.
I put the render into Photoshop and there
I edit it to dirty corners, to put graffitis,
to rotate blocks of bricks, etc. finally
I mapping in MAX with an "UVWMapping"
planar to the whole wall.
To
make some materials of the scene I used a blend
material, in a slot I put a material of "Total
Textures", in the other slot I put the
same material but varying the output parameters
of the diffuse map to make it a lot more dark
and a dirt map the "Mask" slot
The step ladders have a "Splat" map
that simulates painting splashes.