This scene has been made with 3D
Studio Max 5, but this tutorial
is valid for any 3D package. The
tutorial is divided in two parts:
modelling and texturing. So, let's
go to the 'making of' of Alfama.
Well,
when Tom (Tom-3DT at Threedy.com,
proud owner of 3DTotal) proposed
writing this tutorial to me, the
first thought that came to my mind,
was to make an image that would
take the best advantage of the great
3D Total CD Textures Pack, so I
realised that the modelling wasn't
the main part...and I started to
think: an easy modelling scene with
a strong hardwork texture skill...
So I began to search for some references...
Reference
I
dicided to make a typical street
from an old neighbour in Lisbon
called Alfama. After I decided what
kind of scene to make, I'm only
focused on two things: urban and
old.
I picked some images from the internet,
perfect for what I had in mind:
small streets, very dusty, eroded
walls with plenty scratches, old
rusted doors, typical windows and
walkways and a unique light. (Lisbon
has a superb and incredible light).
Here started the challenge...
Part
I - Modelling
As
I said before, the modelling part
wasn't the main objective of this
tutorial, so I basically used primitives
and editing poly for some deformations.
The most difficult part was the
walkway, I had to make a displacement
map and apply to very high detail
plane mesh witch turns my file very
heavy and a slowly render, also
it didn't seem fit with the wall,
I had to improve several times until
I got what I wanted. ( see texturing
part).
Wall:
I simply used a box, divided in
a few segments; boolean operations
for the holes: window, door and
small hole in the wall
Railing
and Frames (around door and
window): are simple chamfer boxes
that I post edited with editing
poly ( make some face selection
and smooth them)
Walkway:
I used a plane with 400x400 segments
and just applied a displacement
map
Window:
just chamfer boxes with some boolean
operations and editing faces
The
Curtain is an extruded spline
with some mesh smooth;
Steps:
I used a chamfer box, because the
rounded corner makes them like as
if they were eroded by time, editing
poly too.
Door:
Simple editing poly from a box.
Some of the other object are irrelevant
for this modelling part.
Ok
so I have my scene complete now,
let's start the texturing part.
Part
II - Texturing
This
was the most challenging part of
the job. I started to browse the
3d Total Texture CDs, to choose
the right textures for my scene,
every textures seems to fit with
what I had in mind, so it was a
very hard task to pick only a few
of them.
Wall:
With the help from the reference
images, I wanted to make a complex
texture, so soon I realised that
I had to work on them separately
in Photoshop, with many scratch-
and dust-areas. Most of theses walls
were paint several times with differents
colors, so they have many layers
wich result in an misc textures.
I used 7 different textures with
a lot of masks, selections masks
and blending changes of layers,
as u can see below.
Here's
a detail of the wall and how it
was set up:
Steps:
For this object, I use the blend
material in 3ds max, 'cause the
texture wasn't so complex.
Door:
Blend material again, the door was
eroded by time, dirt map mask was
perfetc for it.
Window:
Simple blend, the materials seem
to be the same, I wanted to make
a smooth mix, with some dirt mask
areas.
Walkway:
This was a hardwork part, I had
to compose the texture in Photoshop,
because I wanted to make a mix compose
between concrete and the typical
portuguese sidewalk. So I did the
texture, the bump and the displacement
map.
Lighting
Well,
my scene is almost complete. The
lighting is amazing in Lisbon: these
streets are very straight with some
trees on them, it's perfect to make
a tree shadow map projection, I
used one of the shadow maps from
the 3D Total Texture CD's, selected
a part of it to get a zoomed projection
and a blurry effect. In these scene
two target spots were used: one
with 2.5 multiplier ( to make a
hard hightlight projection on the
wall ), a light burn yellow RGB
(255;246;210), shadow map; and the
tree shadow map on the projector
map slot. The other was a clone
with 1.5 multiplier value, the same
color, and shadow map.
Why
two lights in the same place? I
have to consider two things: I want
a hard light on the wall but with
the projector map they loose much
of the multiplier effect, but I
dont want to blow up the exposure
in the other objects, so I created
two lights and used include/exclude
tools.
After
this whole process, I opened my
image in Photoshop to make some
colour corrections, work on the
levels and make some adjustments.
About
the 3D Total Texture Pack:
In
one word.....WOW ....I have to say,
this collection is fabulous, outstanding
textures, very high detail dirt/mask
maps, with high resolution. Congratulations
to 3D Total crew for this beautiful
and very useful collection, Irecommend
it to all 3D Artists, who want to
make great images with realism-
they are really worth a lot.
Special
thanks to Tom and Chris for the
unique chance to make this tutorial
for the 3D Total community. I hope
u really liked it as much as i had
fun doing it!
Best
regards,
Miguel
Fonseca
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