'Project Overview'

"Making of 'A Glimpse of the Past'" by Toni Bratincevic

Page 4


The result of cloud generator in Photoshop.
Tools used:
Filter > Render > Clouds

What I wanted to do in photoshop was to create the map that I will use to mix two textures together. The image needs to be grayscale ... where there is white area in the image the first texture will be used, and where the black area is the second texture will be used. If it will be 50% gray, then the first and second texture will be mixed together.

For this situation I didn't used the gray tones, only black and white, but if you want to get more realistic results you can try to experiment with grays also.

So, how can you create the mix image? Hardest way will be to paint it. But in some situations one trick works really nice, and that is to use photoshop cloud generator and threshold tool. But first thing that I've done was that I have created new layer.

Then I've set the front color to white and back color to black, and used the Clouds generator in Render section of Filter menu. When I did this I have got something like in first image below. Now, I've used the threshold tool in Adjustments section of Image menu to get something like in second picture.

At this stage I've made the layer with this cloud texture little transparent to see the boundaries of the UV map, and I've painted with white color on the texture to get something like the picture 3. ;)

After the threshold of the cloud layer.
And the final mix image after I removed the unwanted parts by painting with white color.
Tools used:
Image > Adjustments> Threshold
Tools used:
Brush Tool

Back to Maya. For the start I've created a simple lambert shader, picked one texture from 3Dtotal textures and connected it to the color channel of lambert shader. After that I went to the attribute editor of the place2D texture node of the image and set the repeat UV to 2 in both direction. As you can see, the shading network (pic1) is as simple as it can be, and the result of rendering is in picture 2.

A simple lambert shader with image file mapped to the color channel. It will be used as the top texture layer.

The result of the rendering with the lambert shader I've just created
Tools used:
Created Lamber shader + image file on color channel


To get a realistic stone you need to have bump mapping, so I've mapped the gray bump map for this stone to the bump channel of the lambert shader. The good thing in 3DTotal texture CDs are that you have already made bump textures for the color textures, so you don't have to waste time creating them. As you can see in second picture, the bump map boosted the reality of the walls to higher level.

Since the original Lambert shader used above looks very flat when rendered, I have also connected the bump map to make things more real.
The result of the rendering with the lambert shader I've just created

Again, the result of the rendering with the lambert shader + bump map
Tools used:
Mapped the bump image to the bump channel, disconnected the default place2d node and connected the place2d node of the color image.


This is the time when the mix picture made in photoshop will be integrated in network. Since this lambert shader will be used as the top texture layer of the house material, I will map the transparency channel with the image from photoshop. One, very important thing that I did in this stage is that I connected the outAlpha of the mix image to the alphaOffset of the image file that I used as the bump map. What this did was that it increased the bump level at the sections where there is white color in mix image, and where there is black, the bump value stays the same. As you can see from the rendered image, the parts that are black in the mix image are transparent, and the edges of that areas are little bumped up. ;)

The image I've created in Photoshop was mapped to the transparency channel of the lambert shader.

The result: where there is black in the mix image, the texture will be transparent and where it is white, the texture is visible
Tools used:
Map transparency channel with mix image map...


At this stage I wanted to set the material for the surface bellow the main texture. To make things more intuitive I assigned the newly created lambert shader to the whole building model. When I did that the shader that I created before was disconnected from the geometry but it is still there. As you can see in the first picture below, I've made the same shading network as the one above, but without transparency. I don't need transparency since this texture doesn't have nothing below it. I have also changed the repeat values for this brick texture. After the rendering second picture appeared.

The similar shader was created for the texture that will be below the original texture.

And the rendering of the bottom layer of the texture...
Tools used:
Created Lambert shader + image file on color channel + bump map on the bump channel



The last step was to made the mix of the two materials that I've created above. The simplest way to do this is to create LayeredShader and to drag the materials from above to the layered shader node. I did just that, created the LayeredShader, assigned it to the house model, then I opened the attribute editor of layered shader and dragged the two materials from above to the layered shader. The material that is transparent must be the first one in the layeredshader, since the transparency of the first shader is used to reveal the material (bricks) that is below.

To mix the two textures I've created the LayeredShader, assigned it to the building and connected two materials that I created above to it.

The result of the rendering with both layers.

Tools used:
Create LayeredShader, assign it to the object, drag the two material to the layeredshader. The first material with transparency must be the first one.


So, this was the first step in texturing main building part. The same technique was also used for other parts of building. As for the roofs, I've done the planar mapping from above and then mapped a simple lambert shader with bump mapping. The UVs for the roof of the tower are made using cylindrical map, and it uses the same texture as for the main roof. Fence was textured in similar way to the house ... planar mapping and lambert shader but without mix image. I've manipulated the UVs for the planks to get different parts of image texture mapped to it.


...please move on to the 5th page...

Page 4

3D Total Homepage