Keep up-to-date with Free tutorials!!

 

Sign up to our twice-monthly newsletter today for the latest tutorials, interviews and product information.

 

- Latest news
- Exclusive Shop Offers
- Preview early content
- Plus much more

 

Not Ready to take that step? OK, Why not just Subscribe to the RSS Feed

 
submit tutorial
1
Combining Shaders and Maps

By Peer Draeger
| Your Rating:
rating star nonerating star nonerating star nonerating star nonerating star none
(0 Votes)
| 8716 Views
| 0 Comments
| Comments 0
Date Added: 9th December 2009
Software used:
CINEMA 4D, Misc
940_tid_01.jpg
I started this project with roughly sketching out the scene on paper first. I knew I wanted to change the color to sepia later, so I didn't have to worry about a colors cheme. After I was done with modeling the scene, I browsed through the 3DTotal Texture CD's to pick up the textures and bump maps for the image.

940_tid_02.jpg
It was easy to find the ones I was looking for, the selection interface is really great. I saved them to disk, and started creating materials.

I hardly use plain bitmaps for my textures. Instead,I mix and modify them with shaders. This helps with quickly changing color, breaking up patterns, or adding the little extra to the bitmaps. Working that way also lessens the blur of materials at closeups, because shaders are calculated and remain as sharp as you want them to be. On the otherway I could say I use bitmaps to break up uniform looking shaders.

For example I created a noise having terracotta colors, and blended it with a dirtmask from the 3DTotal Texture CD, and subtracted some other kind of noise to create my color channel.

940_tid_04.jpg

I did something similiar for the bumb channel, using noise, and a bumb texture I got from the 3DTotal CD's.

940_tid_03.jpg

The final material mapped onto the object looks like that:

940_tid_05.jpg


I used the a material with the Cinema4D plugin DirtyNuts in the alpha channel on top of every material. This material shows up only in edges or cracks, where dirt would gather. You could also simply use this in the diffusion channel of a material, but having it as a seperate material on top of another gives you more controle. There is a material with DirtyNuts in the alpha and a 3DTotal texture in the color channel on the cactus.

940_tid_06.jpg

The ground is a plane displaced with a bumb texture from the texture CD's.

940_tid_07.jpg

My computer here at home is slow, so it took forever to render, especially with all the layered textures. I rendered the picture with seperate masks for the objects, to allow me to modify them seperatly. Now I switched to Corel Photopaint.

I changed the color to sepia,tweaked the sharpness and contrast a little, but let the flowers/plant on the left side keep a small amount of their color. Then I run some noise over the picture, saved it, and went to sleep for along time.

This was my first tutorial/making of ever, I hope you enjoyed it.

Thanks for taking the time,

Peer Draeger


 
1
Related Tutorials

Tutorial

Gallery Image.



Keywords: scene, building, house, silent, arch viz,

Go to tutorial
rating star fullrating star fullrating star fullrating star fullrating star half (23)
Comments 5 Views 46764

Tutorial

Gallery Image.



Keywords: scene, courtyard, dark, eery,

Go to galleries 1
rating star fullrating star fullrating star fullrating star fullrating star full
Comments 6 Views 60980

Tutorial

Gallery Image.



Keywords: scene, ship, yard, matte, painting, photoshop,

Go to galleries 1
rating star nonerating star nonerating star nonerating star nonerating star none
Comments 0 Views 11070

Tutorial

Gallery Image.



Keywords: scene, building, quay, arts,

Go to galleries 1
rating star fullrating star fullrating star fullrating star fullrating star half
Comments 6 Views 239119
Readers Comments (Newest on Top)
no comments!
No comments yet. Be the first to comment!
Add Your Comment