The
next step was to apply the same brick material to this box object that represents
the supporting pillar of the roof covering the entrance door. After that we have
to adjust the material so that the bricks are of the same size as those on the
wall.
Here
this is done allready. Take a look at how the bricks are exactly of the same size
on both objects (wall and pillar).
There
are two identical pillars in the scene. We are not going to do the same adjustmenting
on that other box here, too. But yes, it has to look almost the same.
What
we are going to do is simple: open the "Edit Modifier Stack"-window
by clicking on the apropriate button. Copy the "UVW Mapping"-modifier
of the pillar shown in the stack and paste it to the second pillar's Modifier
Stack. This way the work is done faster and easier.
Let's
see what the whole picture is like. You can see how that brick map is repeating
on that front wall. Lets hope that with light and shadows we can cover that up.
You
can always take a front picture of that wall, take it to photoshop and there paint
a brick map and get rid of repeating parts. But we are not going to do that this
time.
The
same brick material is applied to some other objects and every object's mapping
coordinates are adjusted separately.
This
is a result:
For
the ground I used a Multy/Sub-Object-Map that consists of a grass and a stone
materia. The difference is that this time I used box-mapping for all faces that
will carry the stone-texture and planar mapping for every face that will be textured
with the grass-map.
The
"UV Tile"-window shown on the image to the left is for that grass material.
It repeats, but you cannot see that right away.
To
see what have we done so far look left...
Oh
yes...apply a cobblestone material to the walkway around the house.
This house
was to be red with gray architectural elements. But during the texturing process
I made some changes, the process of which can be seen lon the eft.
Below
you can follow the process of finalizing the scene by adding the background and
some flora...
Only
the maps of those trees are not from the Total Textures CD's. They are just planes
with a tree texture applied. To make those trees not look all the same use a different
transparency map for each of them.
These are some of the materials used - all of them can be found on 3DTotal's
TotalTexture CD's!
Lastly,
before I say Good Bye: this is what the screen looked like right before the
finall rendering was done.
In scene
there is only one omni light and sky light. Rendering was done with Brazil r/s.
This image was created using
a few of the hundreds of textures from the Total Texture CDs - very comprehensive
texture collections priced with the hobbyist in mind. To see more examples, download
free samples and read full details follow
this link