'Project Overview Tutorial'

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"Portal" by Javier Núñez ja3d


Part 1 - Modeling
Ok, let's go, this scene has been made with 3D Studio Max 5.1, but this tutorial is valid for any 3D package. The project is divided in two parts: modelling and texturing, the 90% of textures used in this scene are from Total Textures CD's, really a great collection of textures, bump maps, shadow maps and mat libraries. Bellow you can see the scene finished.
The modeling of this scene is very basic, I started modeling with the wall, floor, electric box and the stairs. These objects are simple box primitives, I used edit poly and mesh smooth with classic subdivision method for the electrical box, and the same with noise for the stairs. The wiring and mop are modeled using renderable splines and the frames of the door are made by lofting (simply shapes guides for a path). The bucket is made by using a spline shape and lathe modifier. The door is a box primitive that converts in edit poly, I moved the edges to get the symmetrical situation of squares, used extrude and scaled faces to obtain the right design, I added some meshsmooth with classic subdivision for an older look. The rest of the objets are simply primitives.
Part 2 - Texturing
In this part you will can see how I textured this scene, it's really easy to do! I only used three types of materials: mix map, blend material and standard material. Also I did the materials faster thanks to all of the maps in the total textures cd's which were in .mat libraries.
At simple scenes like this, the texturing is based on an uvw modifier applied to the objets, with box, planar or cylindrical uvw mapping. For the wall I used a blend material it is a good material to create new more realistic materials using two maps and one dirty map. Below you can see how I made my wall material. Remember to use mixing curve to give strength to one or the other material.
Other material that I find very useful it,s any material using a mix map in the difuse channel, with this map you can create a material mixing two maps and giving more changes using the mix curve, upper and lower values. Bellow you will find my electrical box material.
To give a more realistic appearance, use a shadow map for the omni light, this changes the shadows and gives a better look. After changing the value of the light a few times, I left the multiplier to 1.2 and for the textures that were too over-illuminated, I went to the output menu, checked "enable color map" and used mono option. This way I could change the material exposure, in case the light was overexposing the material. I just decreased the value.
The rest of the materials of my scene are simply standard materials with difuse map, specular map and bump map. The last thing I do is move, scale or rotate the uvw gizmo, with this the mats are totally adjusted in the scene.

 



Beginners_Guide_to_ZBrush
The illumination of the scene is very simple, I only used an omni light with area shadows, and a sky light. For rendering I used vray and direct computation processing.
You can see an untextured version of the scene left. With the area shadows, playing wtih the samples you can produce realistic soft shadows, in this render the shadow map isn't applied, because first I prefer to test the shadows and only then put the shadow map for get more realistic result.
Having finished this short tutorial, I hope that it's useful for you, good luck and happy renders!
 

Thanks to Tom for a chance to get to know him personally, for his fantastic cd's and for giving me an opportunity to show my works to the world.


Extra Bit added by Tom

Well I hope you don't mind Javi but I just couldn't help giving one last tweak to your image and in doing so giving away another little trick to the readers.

Sometimes when you have used a number of textures that have been sourced from many different locations the colours can clash a little and you may want them all to fit together a little better, one very quick and easy way to do this is to open your image in Photoshop and then use the 'Image Adjust'>'Hue Saturation'

Tick the colourize box and then play with the sliders until you have an overall tone that you like for example a sepia look.

Then go to 'Edit'>'Fade Hue/Saturation' and by moving the slider back you bring the original colours back into the image but still keep some of the selected tone over the entire image, below is the result I ended up with after about 30 secs.

Many thanks Javi, was nice to meet you on your sunny island and to receive this great piece of work :)

Tom


This image was created using a few of the hundreds of textures from the Total Texture CDs - very comprehensive texture collections priced with the hobbyist in mind. To see more examples, download free
samples and read full details follow this link



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