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General Texturing Techniques

By Richard Tilbury
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Date Added: 9th December 2009
Software used:
3ds Max

The other two areas worth mentioning are those highlighted in green. Here I overlayed parts of stone from another texture in the collection to break up the consistency somewhat. (see Fig.08) You can see now how the floor is better integrated with the steps by way of the dirt.

490_tid_08.jpg
Fig. 08

For the steps themselves I added both a dirt and highlights layer to emphasize where the light catches the edges. In Fig.09 you can compare the texture with the render to see how the dirt and highlights (set to Soft Light) help define the geometry better. The highlights are usually described via the specular map but I find that a subtle emphasis like this on the colour map helps when used in conjunction with the specular map.

490_tid_09.jpg
Fig. 09

The window wall also requires a similar treatment - there is the doorway edge, the corner of the room and the sections next to the steps as well as the window itself. In Fig.10 you can see the green tracing of the rough staircase angle as well as the window sill level. I have painted a highlight along the corner where the doorway is, again set to Soft Light and also along the vertical edges of the window. The red line denotes the dirt in the corner of the room.

490_tid_10.jpg
Fig. 10


When the texture is applied we can see the updated result in Fig.11. You can see here how all the dirt helps bind the geometry together.

490_tid_11.jpg
Fig. 11

The two shields on the floor are planar mapped and both use a colour, bump and specular map, respectively as seen from left to right in Fig.12.

490_tid_12.jpg
Fig. 12

The other part of the scene which is yet to be done is the window. This will be partially bleached out by the light but still requires some attention as it will be a focul point. In Fig.13 you can see the vertical highlights that have been added once again and the two parts of stonework that have been "borrowed" from another texture to add some interest.

490_tid_13.jpg
Fig. 13

Fig.14 shows the final result with some post production in Photoshop. I rendered out a separate Specular, AO and Volumetric pass which I combined with the 3d render in order to complete the image. You will notice the specular highlights on the studded door compared to Fig.11 and also how the Omni emphasizes the shield and its specular map. You can also see how I have softened the corner of the wall in the doorway to improve the worn edge.

The image is by no means perfected but given its purpose and the time constraints I feel it uses the new Fantasy textures upgrade to good effect and shows how a simple scene can be transformed by a few choice textures.

490_tid_14.jpg
Fig. 14




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Readers Comments (Newest on Top)
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(ID: 208355, pid: 0) Michalschnek on Tue, 23 July 2013 12:06pm
Hi, maybe a noob question(or I'm just dumbstruck at the moment), but how did you determine the exact place where, for example the stairs, would touch/intersect the floor or the wall so you could paint the dirt accordingly? Thanks, and nice tutorial btw.
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(ID: 179145, pid: 0) PhilBale on Wed, 30 January 2013 2:07pm
Yep, it's a quick job - still nice results though :)
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