Once
I've got the bitmaps I move to the Material
Editor in the 3D application interface.
All
3D software packages have a material
structure made up of channels or layers.
It means that there are channels for
the different material components
(diffusse color, bumping, reflection,
refraction, glossiness, specularity,
displacement and so on).
I
usually work with a diffusse channel
and a bump channel, and if the material
requires, I use maps for glossiness
and specularity. Reflection and refraction
are used for specific materials, for
example I used this in the windows
glass panels.
I
usually work with different material
types, but in this kind of scene,
the standard material fulfils almost
all requests.
A very useful material is the multi-subobject
mat, that lets you handle a lot of
materials for a single object according
to the material ID's that you assign
to the different polys that conform
the object.
In
the image above you can see a multi-subobject
material I used in the scene. The
map navigator shows you the internal
structure. The
different materials are assigned to
the building walls. Every channel
has a UVW map assigned in the stack
to project the map in the object surface.
The real secret in material design
is to know how to combine different
kinds of maps to achieve the goal
we need.
A good trick I use, is to add more
irregularity to a bitmap, mixing it
with a procedural map. In the example
on the right, I mixed a bitmap with
a noise procedural to create a more
uneven surface, in bumping channel.
In this scene, I mainly used common
UVW projections, as planar, cylindrical
and box, but in some specific cases
a more detailed adjustment is needed.
In this way, we use Unwrap mapping.
Once the geometry is unfolded in a
planar projection, you can paint it
in an external program, and back in
the 3D application, this map matches
exactly the object geometry.
With only one bitmap image you map
an entire object.
The
scene was completed with similar materials,
always using 3DTotal textures, sometimes
mixed with some procedurals.
To
render correctly in different third
party renderers as Brazil or V-Ray,
some specific materials have to be
set up. Most of them are related to
refractive or reflective materials,
including raytracing features. So,
V-Ray for example, offers us VRay
Maps for reflection or refraction
effects, VRay lights, VRay shadows,
and so on. If we plan to render in
this kind of engines, we'll need to
set a special configuration for our
scene.
Well,
now we move to the next step: lighting
and then, rendering. Let's go on buddies...