Ok,
let's go, this scene has been made with 3D
Studio Max 5.1, but this tutorial is valid
for any 3D package. The project is divided
in two parts: modelling and texturing, the
90% of textures used in this scene are from
Total Textures CD's, really a great collection
of textures, bump maps, shadow maps and mat
libraries. Bellow you can see the scene finished.
The
modeling of this scene is very basic, I started
modeling with the wall, floor, electric box
and the stairs. These objects are simple box
primitives, I used edit poly and mesh smooth
with classic subdivision method for the electrical
box, and the same with noise for the stairs.
The wiring and mop are modeled using renderable
splines and the frames of the door are made
by lofting (simply shapes guides for a path).
The bucket is made by using a spline shape
and lathe modifier. The door is a box primitive
that converts in edit poly, I moved the edges
to get the symmetrical situation of squares,
used extrude and scaled faces to obtain the
right design, I added some meshsmooth with
classic subdivision for an older look. The
rest of the objets are simply primitives.
Part 2 - Texturing
In
this part you will can see how I textured this
scene, it's really easy to do! I only used three
types of materials: mix map, blend material
and standard material. Also I did the materials
faster thanks to all of the maps in the total
textures cd's which were in .mat libraries.
At
simple scenes like this, the texturing is based
on an uvw modifier applied to the objets, with
box, planar or cylindrical uvw mapping. For
the wall I used a blend material it is a good
material to create new more realistic materials
using two maps and one dirty map. Below you
can see how I made my wall material. Remember
to use mixing curve to give strength to one
or the other material.
Other
material that I find very useful it,s any
material using a mix map in the difuse channel,
with this map you can create a material mixing
two maps and giving more changes using the
mix curve, upper and lower values. Bellow
you will find my electrical box material.
To
give a more realistic appearance,
use a shadow map for the omni light,
this changes the shadows and gives
a better look. After changing the
value of the light a few times,
I left the multiplier to 1.2 and
for the textures that were too over-illuminated,
I went to the output menu, checked
"enable color map" and
used mono option. This way I could
change the material exposure, in
case the light was overexposing
the material. I just decreased the
value.
The
rest of the materials of my scene
are simply standard materials with
difuse map, specular map and bump
map. The last thing I do is move,
scale or rotate the uvw gizmo, with
this the mats are totally adjusted
in the scene.
3DTotal
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The
illumination of the scene is very
simple, I only used an omni light
with area shadows, and a sky light.
For rendering I used vray and direct
computation processing.
You
can see an untextured version of
the scene left. With the area shadows,
playing wtih the samples you can
produce realistic soft shadows,
in this render the shadow map isn't
applied, because first I prefer
to test the shadows and only then
put the shadow map for get more
realistic result.
Having
finished this short tutorial, I
hope that it's useful for you, good
luck and happy renders!
Thanks
to Tom for a chance to get to know him personally,
for his fantastic cd's and for giving me an
opportunity to show my works to the world.
Extra
Bit added by Tom
Well I hope you don't mind Javi but I just
couldn't help giving one last tweak to your
image and in doing so giving away another
little trick to the readers.
Sometimes
when you have used a number of textures that
have been sourced from many different locations
the colours can clash a little and you may
want them all to fit together a little better,
one very quick and easy way to do this is
to open your image in Photoshop and then use
the 'Image Adjust'>'Hue Saturation'
Tick
the colourize box and then play with the sliders
until you have an overall tone that you like
for example a sepia look.
Then
go to 'Edit'>'Fade Hue/Saturation' and
by moving the slider back you bring the original
colours back into the image but still keep
some of the selected tone over the entire
image, below is the result I ended up with
after about 30 secs.
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