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 :)