'Project Overview Tutorial'

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"Making the scene - from modelling to the final rendering - PART II" by Adam Guzowski


Part 1 Modelling/Camera/Lighting
Part 2 Texturing/Rendering


Make sure you have read part I of this tutorial!

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I love this part of CG work - texturing.
Almost everything depends on how good the textures you have are.
And on what you can do with them and your objects. Sometimes when you have a
model, with lots of mesh errors, a good texturing can easly mask that.
If I have some extra time, I rather spend it on texturing, than changing the model.

The textures I've used in this scene are from "TOTAL TEXTURES CDs" by
3D Total. In my private collection I have lots of realy good textures that I wanted to use.
But I quickly changed my mind, when I took a closer look at those from 3D Total.
They are realy unbelivable. They are HUGE (like a good texture should be).
Sometimes when you have to render your scene in very big resolutions
(I have to render scenes in 3200x2800 every now and then), a small texture will
screw up your scene. Also sharpness of the textures is VERY important.
Especially when you render a scene using extended renderers with high 'sampling' values. Almost every texture on those CDs has its own bump map. It's very usefull, because I don't have to spend my time, on painting them in Photoshop. 'Dirt masks' - I LOVE THEM.
All textures look so real thanks to those 'Dirt Masks'...but enough, lets go back to work.


First off, let me write down a list of UVW-Maps for the objects in my scenes:

All walls, plasters, parapet
Box Mapping
Window Shutter (all elements)
Box Mapping
Metal Rail
Cylindrical Mapping
Other Metal Elements
Box Mapping,
Planar Mapping
All spherical elements
Spherical Mapping
Tree Branch
Cylindrical Mapping
Leaves
Planar Mapping
Birds
....think? :)
Metal Can
Cylindrical Mapping
All window elements
Box Mapping,
Planar Mapping
Seeds
Spherical Mapping
Spider webs
Planar Mapping
Room-inside
Box Mapping

I will not write about shaders I have used in scene.
Because everybody has his own methods. For someone using 'Oren-Nayar-blinn'
shader for wood is not normal. Or maybe 'Blinn' shader for walls can
be much more suitable. If someone is interested in my own shaders, mail me.

Also, I used Photoshop, on almsot every texture.

 

B R I C K   W A L L

I opened a texture for my brick wall in Photoshop. Also, I've opened some images
from the 'Dirt masks' section of the "TOTAL TEXTURES CDs".

First, using the standard 'Brush Tool', I paint some 'green mask', representing some growing...thing. Then I edited one of the 'dirt masks'. First I converted the image, from RGB to Grayscale. Using 'invert' tool (Ctrl-I), I switched the colors, because I need black marks on the wall, not white ones.
Now, from 'Select/Color Range/' tool I've selected the part of the the image, where the
most beautiful dirt is. I pressed (Ctrl-C) to copy my selection. Lets go back to our 'brick wall' texture. Now paste that selection, as a 'new mask', pressing (Ctrl-V) (a new mask will be created automaticly).



In the 'Layers'-toolbar I changed the opacity, from 100% to ...hmmm... less then 50%.
I repeated all those steps for all my "dirt masked"-images.
Then I go back to 3DS MAX, created a proper shader and assigned my new
shader to the 'brick wall' object.

For the two 'Plaster' objects, I use exactly the same tools...This is what it looks like

:

 


P A R A P E T

And again I used the same tools, But here I used many more 'dirt masks', perhaps six, all taken from "TOTAL TEXTURES CDs". From just ONE CD !!!
Also, I've made my own 'dirt mask' for the 'parapet' as additional scratches: Single brush
strokes (very small brush size) from top to bottom.
After all that, I saved my 'parapet' texture as a .JPEG image.
Opened it again, converted it from RGB color to Grayscale. And using the "Brightness/ Contrast' tool I quickly make unique 'bump' and 'glossiness' maps.

M E T A L   E L E M E N T S

Nothing new - all the same.
All those metal elements (metal wire, screws, hook, etc.) are very small objects, so I've just resize the 'metal textures' from the CDs.

T R E E B R A N C H   A N D   L E A V E S

Also from 'TOTAL TEXTURES CDs', I've picked a good looking tree-bark-texture.
Dirtied it a little bit in Photoshop, and using 'Cylindrical Mapping' I applyed my shader to the branch-object.
The leaves, only this texture is from my own collection.

I used 4 different maps here. One as Diffuse Map, one as Opacity Map,
one as 'Glossiness Map' and a last one as 'Bump Map'
Opacity maps were very welcome here. Because I don't need to creat a very
complex mesh. I Created a standard 'planar' object. Assing 'UVW Mapping'
modifier. Applied the shader, then converted the object to an 'Editable Patch'.
The I moved some points to make it look like it was a dry and wrinkled leaf.

B I R D S

Let me just say that I used an 'Unwrap UVW'-modifier.
I painted the texture by myself.
Shader, 'Oren-Nayar-blin', with high bump value.
Also I've used a 'composite' map for the bird's body.
The Bird was just one single object made from standard box...thats it :)

...proceed to page 2...

Part 1 Modelling/Camera/Lighting
Part 2 Texturing/Rendering

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