Texturing
The
main problem on texturing process I encountered
was the bump while using lightracer. If
you use lightracer you know what I mean,
if don´t take a look below
A
standard bump map with lightracer usually
get this result:

Viewport
default displacement:

rendered
version of default displacement on the
mesh:

Ok,
Mixing both results is possible to achieve
better results at the final render.
Now
the texture preparation:
There
is no secrect trick on preparation of
the textures, you can easyly find some
very good wall/concrete textures, buy
some of the great 3DTotal textures or
take some with your own digital camera.
What will make the difference is the care
when dealing with details and customization
(like the door texture). As far as almost
every project overview here inside 3D
Total covers nicely texture creation and
preparation through layer blending, I´ll
show only few steps I used to mix these
one. In many case you´ll note that
you should make a couple experiences with
blending mode to find the desired result,
according the color and darkness of the
layers involved.
Dirt
Blending

Ok,
sometimes you can't see too much difference
between some blending modes, it depends
on the color involved and when dealing
with gray tones you may find a bit hard
to achieve color blending mode, my advice
is to make several test with the blending
modes on Photoshop until you get confortable,
so when you need them you will find the
effect you want more easily.
3DTotal
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For
the door tiles I used this shape a few
times and then erased a little bit the
down part to fade and get a more gradual
mix

and then blend to the concret texture
I prepared before

The final (diffuse)textures for the scene
are:

The
snake body I used a similar tile
and
mapped to a shape near the body of the
snake and rendered it. Then positioned
the figure over the mapped region as show
figure below and changed the blend mode
to overlay.
