Texturing
and material design, is clearly one
of the most important parts of the 3D
process creation. It's very time-consuming,
but if we consider some important points
in the workflow, we can highly enhance
our work.
In
the scene there are a lot of materials
( 60 ), which I created out of two
kind of maps: procedurals and bitmaps
(what is already known). Many people
think that procedurals (also known
as shaders, although this is not the
right meaning of the word) are not
good for achieving a real look in
their models; and there are a lot
of artists that use procedurals exclusively.
Well, I think we need to get a balance.
I
think that, as visual artists, we
have more participation in the final
result using bitmaps, because we can
choose the image we use as raw material
(an illustration, a photograph, a
drawing, a painting) and because we
can manipulate them as we want in
an external software (Photoshop, Painter,
PSP, Gimp and so on). The outcome
is an image created specially for
mapping a specific object.
Of
course that procedurals are very useful
maps, because they are parametric;
they have features easily animatable;
and we don't need to work hard to
achieve a right 3D space mapping projection,
as we sometimes need to do with bitmaps.
In
this scene I used mainly bitmaps,
because the old architectural look
requires the features that bitmap
mapping offers. Fortunately, I have
a very powerful and useful tool that
helped me a lot in this part of the
project: the 3D Total textures collection.
All bitmaps I used in this scene are
from 3D Total CD's.
I
prefer to edit bitmaps, composing,
mixing, and modifying them as I wish
till I get the needed goal, but you
can also use the bitmaps directly
from the CD's because of their quality
and because they're prepared for tiling.
At
first, I define the kind of mapping
for each object in the scene. I use
mainly planar and cylindrical mapping
(of course it depends on the geometry).
For objects with high complexity,
the Unwrap modifier is very useful,
because you can unfold the geometry
and paint the map in a planar projection.
I usually work with "Texporter",
a plugin for Max highly suitable to
export mapping projections as bitmap
images, and work later in an image-processing
software like Photoshop. Once I set
the mapping coordinates, the next
step is the bitmap editing process.
Part
3a - Bitmap Edition
In
this part of the process we need to
use an image processing software, like
Photoshop, PSP, Fireworks, Gimp, or
whatever you want. This software lets
us manipulate bitmap images, and then
export them as bitmap files (JPEG, GIF,
TIFF, PNG, etc.) and include them as
maps in the materials we are gonna use
in the 3D model.
The
first thing I do, is open the bitmap
file exported through "texporter".
I use that image as background layer,
to create a texture using this as
a reference to paint it correctly.
The lines from the geometry structure
help me to know where I have to paint,
and where not to.
Once
I've got the background I go to the
3D Total textures collection and I
choose the map I'm gonna use as base
material. In this case, a brick wall.
I
choose textures for diffuse and bump
channels. All textures in 3D total
collection are available with diffuse
and bump channels version. This is
really useful to avoid painting the
bump textures by myself.
After
that, I tile the textures in the image
processing software. These textures
are tileable by default (directly
from 3DTotal collection), but I usually
tile them by myself because after
that I modify some areas to avoid
an even look.
Then I get the borders dark (burn)
, to achieve a rusty and worn look.
There are many tools to get this.
For example, the Burn Tool in Photoshop.
Following,
I add layers using masks. I usually
use several dirty maps, and combine
them into only one. This is the real
power of a good bitmap collection,
the possibility to keep creating new
images every time we need. In the
image on the right, I added some kind
of moss using the technique explained
above.
In
the flash movie on the left you can
see the dirty map layers I added to
generate the final texture. Using
maps and different blending modes
I achieve the final image, ready to
use in the 3D application. The upper
layer shows us an inscription on the
wall and a rusty poster I included
to give a more urban look to the wall.
Finally
I create the image for the bump mapping
channel. I add the relief produced
by the dirty map areas to the base
map I load from 3DTotal textures (right).
All
maps in the scene are from 3DTotal
CD's. They are really useful because
they are the starting point in the
creative process. You can manipulate
them, combine them, mix, blend or
whatever you want to get new results
in each project you're working on.
When
I finally get the right look for the
image, I save it as a high quality
JPEG. Because walls are opaque, I
don't use maps for specularity or
glossiness in that kind of material.
In case I need one of them, I usually
start from the bump map, and I adjust
levels till I get the correct grayscale
setting to be used in the specular,
specular level, or glossiness slot.
Now that we have the bitmaps, we jump
to the material editor in the 3D application
to complete the material creation
process.