'Project Overview Tutorial'

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"Texturing a sci-fi City" by Daniel Kochlowski


The top picture shows the scene without the effect of 'Diffuse light'. The bottom one - with.
Texturing the Windows
Let's take a look at some of the Shaders I used for the scene.Most of it is basic stuff but maybe of use for someone.
For the window I used a Phong Shader set to 100% transparency and with a small highlight. To immitate a room behind the window I placed polycube behind all the windows to give some depth. This is effect is mostly visible in animations.
The "room/window" map was connected to the color and ambient color. The diffuse was set to 0.000 and the glow to 0.430. For the map itself I used a pictue of a reflective window.
Texturing a Ventilation Tube
This is a part of the SpaceCity scene. Here we used a "3D Total Texture " without altering in Photoshop. This part of the scene is completely modeled using Nurbs.
I used a "2D placement node" for the tube so that the texture conforms to the shape of the tube.
The same map was used for color and bump.
This is what I have so far a simple looking metal shader, next we work on the highlight.
 
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