| Texturing
and material design, is clearly one
of the most important parts of the 3D
process creation. It's very time-consuming,
but if we consider some important points
in the workflow, we can highly enhance
our work.
In
the scene there are a lot of materials
( 60 ), which I created out of two
kind of maps: procedurals and bitmaps
(what is already known). Many people
think that procedurals (also known
as shaders, although this is not the
right meaning of the word) are not
good for achieving a real look in
their models; and there are a lot
of artists that use procedurals exclusively.
Well, I think we need to get a balance.
I
think that, as visual artists, we
have more participation in the final
result using bitmaps, because we can
choose the image we use as raw material
(an illustration, a photograph, a
drawing, a painting) and because we
can manipulate them as we want in
an external software (Photoshop, Painter,
PSP, Gimp and so on). The outcome
is an image created specially for
mapping a specific object.
Of
course that procedurals are very useful
maps, because they are parametric;
they have features easily animatable;
and we don't need to work hard to
achieve a right 3D space mapping projection,
as we sometimes need to do with bitmaps.
In
this scene I used mainly bitmaps,
because the old architectural look
requires the features that bitmap
mapping offers. Fortunately, I have
a very powerful and useful tool that
helped me a lot in this part of the
project: the 3D Total textures collection.
All bitmaps I used in this scene are
from 3D Total CD's.
I
prefer to edit bitmaps, composing,
mixing, and modifying them as I wish
till I get the needed goal, but you
can also use the bitmaps directly
from the CD's because of their quality
and because they're prepared for tiling.
At
first, I define the kind of mapping
for each object in the scene. I use
mainly planar and cylindrical mapping
(of course it depends on the geometry).
For objects with high complexity,
the Unwrap modifier is very useful,
because you can unfold the geometry
and paint the map in a planar projection.
I usually work with "Texporter",
a plugin for Max highly suitable to
export mapping projections as bitmap
images, and work later in an image-processing
software like Photoshop. Once I set
the mapping coordinates, the next
step is the bitmap editing process.
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