This
tutorial will show you how to texture a whole scene. I will try to do a simple
texturing job on a complex scene (lots of objects). The whole texturing is going
to be done only in 3D Studio MAX, but it will work in other packages with their
respective tools just as well.
The
main problem is that we are going to texture an architectural scene. Surfaces
on scenes like this are big. For example, the part of the front fassade, left
of the entrance is 5 meters (16.5 feet) wide and 7 meters (23 feet) tall. So if
you want to texture it with bricks, that's one hell of a big brick map. And the
biggest brick map I ever saw was only 3 meters (10 feet) in width and 1.5 meters
(5 feet) in heigth, so even with this one there are going to be some repetitions.
Thus its up to you to make the repetitions as little visible as you can.
When I first put my hands on the Total Textures CD's I was delighted.
I spent
a couple of hours browsing trough those map-archives. The maps are great, especially
for "close up"-scenes, but can they be used on big surface scenes? You
can bet they can.....I will try to texture this scene by only using Total Textures
To
the left are the scene properties. Above you can see the perspective view of the
scene - a house. There is only one omni light lighting the house, but you can
insert a few more to lit it more to better see what you are doing with the textures.
Do not forget to delete those extra lights before rendering, though.
You
can download a .max file of the scene here (self-extracting
WinRAR).
The
first thing I did was to apply a texture to that big surface left of the entrance.
I used a standard max material, with a map from Total Textures Volume 3 in the
diffuse slot. What I got was big ugly dirty red wall - to calm it down a little
I tiled it: U=2, V=2. Allready it was a bit better but the map is repeating, so
I picked a UVW mapping gizmo and moved it up. The idea was that maybe I can hide
some repeating parts of the map behind the windows.
Maps
that don't have big contrasts in color and shapes in them are best for repetative
covering of a surface...
With
this map it is going to be difficult: see that dark part of the map at the
top? It's going to be visible when you repeat it.
This map has hardly recognizable contrasts in color and shape and can be
repeated many times on one surface.
Before
we go any further lets see how you make those materials. Open a Material editor.
Click on any of the sphere - this is going to be a material. On the left you see
a Standard material setup.
Put
the desired map in the Diffuse map slot, and a matching black and white map in
the Bump map slot. Sometimes you can use a bump map as a Specular map too. Now
it is up to you to set those other parameters - "Specular Level", "Glossiness",
etc. to get the result you want. Every material is different and unique...
Ok,
back to the paint-job! The house is far from done.
The
second thing I did was to make a brick material and apply it to the centre part
of front fassade. What I saw was a big sized brickwall on the front and side walls.
It was time to adjust that map. After experimenting a little bit I got satisfying
results with "U Tile" = 4.5 and "V Tile" = 8.0 ( see images
below)
...too
big...
...too
stretchy...
...too
good to be true! ;)
Tiling
adjustments can be done in Material editor for every map separately or in UVW
Mapping modifier for a seperate object..
For
this scene I prefer to create a material and to adjust tiling for every object
in the UVW map modifier. If this does not help try to select the mapping gizmo
and scale it or move it to get satisfying results.
If
you have a map that is 982x618 pixels, that you apply to a surface of 400x400
(max)units, MAX will squeeze or stretch that map until it fits onto the object
- the map will end up beng scaled unaturaly. The UVW Mapping modifier will help
you to get that map look natural and in best size.
And
this is the glorious UVW Mapping modifier (left). Starting from the top: the first
thing you need is the "Gizmo". When the Gizmoa, a Sub-object, is active
you can work with it. Transforming, moving, scaling, all that is possible to adjust
your texture maps to fit nicely. The second very important option is called "Mapping":
chose one of the plenty mapping types - they are self-explaining, don't you think?
And in the end we must not forget the tiling settings, to give your maps the final
touch. Try the UVW-Mapping Modifier out yourself, you will see it is easy to use.