This
is a relatively simple image to create.
The objects are mostly basic shapes
with small modifications. Much of
the effect comes from using layered
textures - a technique used extensively
in this scene.
All
the textures in this scene can be
found in the Total Textures collection.
We'll
start with the floor. The basis is
a nice map of some terra cotta tiles
which have been applied using planar
uv mapping on the Y-axis. A greyscale
of the same image is used in the bump
channel. This looks OK but repeats
are clearly visible - particularly
a line of yellowish tiles running
from top left to bottom right.
To
hide the repeats and add another layer
of grime to the floor, I added another
texture map (and corresponding bump
map). This is pockmarked concrete.
To allow the tiles to show through
from underneath, I used yet another
texture as an alpha map - the tiles
show through in proportion to how
dark the alpha map is at any given
point.
Using
the solid modelling mode of your 3D
package, you can set the u & v
scale and position of your grime map
to get the effect you're looking for.
Remember that the concrete texture
will show up where the grime map is
lighter. Here, I have set the grime
map so that plenty of dirt shows up
where the walls meet the floor.
The
corresponding concrete bump map and
the same grime alpha map were used
on the bump channel to add the extra
pockmarks. Note that for more complexity
and interest, I used the alpha map
at a different scale in the bump channel
with the result that some of the pockmarks
appear outside the dirty areas (you
could even use a different bump map
too). The colour map does not always
have to match the bump map!
Proceed
to page two, to learn more about
texturing the rest of this scene