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Texturing Tips

By Tom Greenway
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Date Added: 9th December 2009
Software used:
3ds Max

Next we will adjust the texture settings starting by increasing the 'bump' amount. In this example the amount 30% is increased to 60%. The change in this case is very subtle, mainly due to the skylight but subtle changes are by no means a bad thing. This can been seen below (just!). Our third example showing the increase in 'bump' value

646_tid_image10.jpg
The next stage shows a change in the textures specularity. It is always a good idea to try the texture's bump map as the specular map as it can give great results. It is not so apparent in the render but can be much more clearly seen in the textured spheres below this (4th sphere along)

646_tid_image13.jpg

646_tid_image11.jpg
Putting this into practice we apply a second set of UVW co-ordinates to our object for the mask alone. This is rendered out with the mask swapped into the colour map just for the example above.

Now we select a second material to mix in with our first. The new material will show through in the whiter areas on the wall (above) and the result can be seen right.
 
 
 
The next stage is going to introduce the shadow maps and to prepare for this we need to adjust the lighting a little. Shadow maps are mostly used to break up sunlight as it passes imaginary objects that are outside of your scene.

The lighting is changed to prepare for this by turning off the omni light and adding a much brighter spotlight to the scene.

646_tid_image15.jpg
So far so good, what can we do next? Well as you will notice this Texture CD also includes a few extras such as shadow maps and dirt masks, so lets try putting these into use.

The dirt masks are black and white images which can be used to mix textures together. The first texture shows through where the whiter parts of the mask are and the second uses the blacker areas. The shades of grey blend the two together with the amounts of each depending on how light of dark the particular section of the mask is. Most 3D packages will have suitable material types to put this into practice and have names such as 'blend' 'composite' and 'mask'

646_tid_image12.jpg
646_tid_image14.jpg
This spotlight is then set to project the shadow map giving the appearance of shade generated by leaves and branches.

Now you can have some fun, swap textures about, and see what else you can achieve. I have made a simple lathe object, pulled the sphere around a bit, gone for an old wooden boards on the floor and added a depth of field affect onto the camera


Next we will adjust the texture settings starting by increasing the 'bump' amount. In this example the amount 30% is increased to 60%. The change in this case is very subtle, mainly due to the skylight but subtle changes are by no means a bad thing. This can been seen below (just!). Our third example showing the increase in 'bump' value

646_tid_image16.jpg
Depth of field is good for adding realism to your images and also for highlighting a particular area. Above the worn paint on the boards are a good example of this. Depth of field can significantly increase rendering times and (like many effects) its easily overdone, so my final image is back to the original camera, which I think now gives a rather nice result :)

646_tid_image17.jpg




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