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Making Of 'Brave New World' - Total Texture Breakdown

By Ashish Dani
Web: Open Site
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Date Added: 11th October 2012
Software used:
3ds Max, Maya

• All textures were taken from the 3DTotal Textures V07:R2 – Sci-fi Textures DVD
Slot 4: desaturate the texture map slightly. You can do this by using a node in the 3D application or any image editing application like Photoshop. This slot also has a mask applied to it. The reason being that I only wanted the pattern from slot 4 to show in certain areas.

I used the bump map associated with the texture map used in slot 3 "Floor_10b”. It was clamped heavily to create a strong black and white area presence (Fig.14).

1606_tid_fig14.jpg
Fig.14

Reflection Map

For the Reflection map, I copied the same logic, just replacing the texture files with their specular/reflection counterparts with a few changes:

1606_tid_reflection_map.jpg
Reflection Map

Bump Map

For the Bump map, I repeated the same by replacing the texture files with their bump counterparts.

1606_tid_bump_map.jpg
Bump Map

Dirt Shader

Creating the dirt shader is faster and simpler compared to the relative_clean. Since this only shows up in contact areas, its presence is low in the overall image. A few important things to note are:

• The material should show larger signs of wear and tear (entropy). If your relative_clean is made like a metal, then this one should show signs of scratching, rust, etc.
• It should feel consistent with the rest.

You can use the layered texture method (or the composite map) or instead you can also make this one in Photoshop.

1606_tid_dirt_shader.jpg
Dirt Shader

1606_tid_fig15.jpg
Fig.15

• Metal02 was taken from the 3DTotal Textures V02:R2 – Aged and Stressed DVD
• Tile04light03 was taken from the 3DTotal Textures V05:R2 – Dirt and Graffiti DVD

For the Reflection and Bump maps, just replace the texture files with their reflection/bump counterparts.

Shader 2 > Relative Clean

1606_tid_shader_2_relative_clean.jpg
Shader 2 > Relative Clean

1606_tid_fig16.jpg
Fig.16

1606_tid_fig17.jpg
Fig.17

• All textures were taken from the 3DTotal Textures V07:R2 – Sci-fi Textures DVD
Slot 3: Desaturate the texture map.
Slot 4: Desaturate the texture map slightly.



 
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Readers Comments (Newest on Top)
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(ID: 180323, pid: 0) Qinglin Zhao on Thu, 07 February 2013 12:44am
Very good, very useful tutorial, hope more detailed ah, thank you?
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(ID: 177249, pid: 0) Steve on Sat, 19 January 2013 4:18pm
Thank you. I look at images like these and think '1 day.... maybe..... if I try really hard......my stuff might come close' :)
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