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Texturing using Blending

By Ferenc J. Haraszti
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Date Added: 9th December 2009
Software used:
3ds Max
Welcome. In this tutorial I want to let you have a look into the way I textured the scene below.
I wish to concentrate on two techniques that will serve you well on plenty of different occasions.
This image was created using 3D Total's TotalTextures-CD's - a quality collection of high-resolution texture maps.

836_tid_image01.jpg

Missing Plaster

836_tid_image10.jpg
First, I created a spline, as you can see in white in the image below.

836_tid_image05.jpg
Make sure that the beginnings and ends are welded, so you will not run into problems later on.

It's easy to find what's wrong in a simple model like this, but it's a good routine to weld the end points, before you get lost in a more complex model. Once it was done, I created a small plane and placed it in the same level plane with the spline, so it's not in the front of it, nor behind.

Secondly, I extruded my spline. With the amount you can control the thickness of the wall.

Then I dropped a UVW modifier on each piece for texturing (plane for the plane and box for the wall, makes sense, right?)

836_tid_image06.jpg
I used only 3DTotal maps in this image.... as you can see a brick and another wall color did the job just fine.

I gave a good amount of bump to each texture and lowered the Blur, which makes the surfaces look really rough.

If you place the light in a good angle, it will show even more. You have to play with it a little bit.

And this completes the general idea of how the wall was made. I recommend this way of creating holes on a wall in Max, since Max's boolean operation is a nightmare, but of course it works in all other packages as well. :)



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