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Making Of 'Brave New World' - Total Texture Breakdown

By Ashish Dani
Web: Open Site
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| 2 Comments
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Date Added: 11th October 2012
Software used:
3ds Max, Maya

Shader 3 > Relative Clean

1606_tid_shader_3_relative_clean.jpg
Shader 3 > Relative Clean

1606_tid_fig18.jpg
Fig.18

1606_tid_fig19.jpg
Fig. 19

• All textures were taken from the 3DTotal Textures V07:R2 - Sci-fi Textures DVD
Slot 3: Desaturate the texture map similar to Slot 3 of Shader 2 > Relative Clean, and shift the hue as shown in the image below.

Shader 4 and More

You can create as many shaders as you desire. If you feel that you need variation at a certain point, just choose the required maps and use the same logic above to create the shader.

Shader Application

    Maya: Just select the polygons and apply the top_level shader to it.
    3ds Max: You can create a multi-sub object and use it as a switcher between various top_level shaders. You will also need to give polygons their material IDs (Fig.20).

1606_tid_fig20.jpg
Fig.20

Distribution Test

I quickly set up a simple distribution using the geometry as well as the shaders created in this tutorial, as I just wanted to see how the textures were reacting with each other (Fig.21).

1606_tid_fig21.jpg
Fig.21

I hope you enjoyed the tutorial and a special thanks to 3DTotal.

Ashish Dani
www.ashishdani.com

1606_tid_final_brave_new_world.jpg



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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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