The basic idea of this image was to try out the possibilities of the 3D Total texture series. Therefore this project started mainly as a texturing exercise, but later it become more or less a Lighting-Rendering study with PRMan. I have used Maya for modeling-lighting, PRMan for rendering. As I have not planned animating the scene therefore I have used Photoshop for compositing at this time. Otherwise animating the scene would be entirely possible as I have used any corrections what were not based on pre rendered passes or ID maps (no over painting or such were done).
Modeling:
As my approach was to reach all the wished details with displacement or bump map combinations, therefore I have not modeled the cracks on the walls, mortars or holes between bricks. As you can see I have used simple forms, almost standard primitives, so the modeling was fairly obvious and not too complicated. I have shaped everything from polygons and right before rendering I have converted them to Pixar Subdivison format.
Here you can see a couple of screen-grabs about probably the most detailed section of the scene:
Texturing/Shading:
I have used the 3D Total Texture series 1-3 for texturing the church. Although I have heavily modified the textures, the base of the materials come from these CDs. I was positively surprised when I saw that the displacement/bump maps were not just a desaturated versions of the color map, but cleverly modified or repainted to have the proper information of the height too.
I am going to show two examples of the wall textures in detail. The first one is an overall red-ish huge brick stone texture was used for the main walls of the church.
I started with the sto003.jpg map and used it as a base, then I removed the strange bits in Photoshop meanwile tried to keep it uniform, after that I have given some more white - washed out - patches with inverting the dirt007.jpg texture. I have used the concr91b.jpg to shape the bricks and form the mortars. Finishing the texture I have added even more dirt and dust layers (dir2_002.jpg, mas_009.jpg) as it is seen on these images: