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Introduction
Hi,
welcome
to my little tutorial. I will give a
little explanation of how I created
this scene.
As you can see on the left, the ancient
buildings in this picture are from Anhui
Province of China. I found some photos
(taken by Yang Dazhou, the full picture
can be found on www.chinaphotocenter.com)
as references for my scene from internet
and magazines. These were the starting
point.
For this image only material from the
3D Total Texture CD's was used. I decided
to work in 3ds max and use Brazil to
render my scene.

Modelling
For
the buildings I've used a simple box
converted to editable mesh. Then it
was modified through sub-object selections
(extruding faces, moving vertexes, cutting,
and so on). I used Boolean to create
the windows.
Modelling
roofs needs a little patience.There
are cylindrical tiles and flat tiles
arranged in rows on the roof. In the
end of the rows, eaves tiles and dripping
eaves must be placed. Two flying eaves
are located in the two sides of roofs.
All elements are created using boxes
or chamfer boxes. In fact, the models
in this scene are fairly simple.

Texturing
 Allow
me to take the main part of the building
as an example. I used planar UVW mapping
to generate mapping coordinates of the
building. However, to correct the error
of texturing on the wall's corner, I
added a Unwrap UVW modifier. I opened
Edit UVWs dialog and selected Unfolding
Mapping command. Then the UVW clusters
need be transformed to make a template
for creating texture.


The
only texture for the building was combined
in Photoshop. All bitmaps I used are
from 3D Total CD's. At first, I tiled
a stone textures as background. But
colors were changed to fit the wall
with my references' look. Following,
several dirty maps were combined, so
that the surfaces would seem like ancient
things and achieve a rusty and worn
look. For the patterns were left over
the corners of wall, I drew them in
Illustrator. After that, I added them
and achieve the final image by using
maps and different blending modes.
3DTotal
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Lighting and Rendering
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