Level:
Easy
Software: 3D Studio Max, Photoshop
Plugins: Texporter 3.4 (http://www.cuneytozdas.com/)
Textures: Total Textures CD v.1/2/3
(http://www.3dtotal.com/)
First
Step:
After modelling the scene, which is
not covered in this tutorial, you must
then decide what textures you are going
to use and how to apply them. We will
be using texporter to make things easier.
In my scene I used texporter in order
to realize the textures of wall, of
the scale, surfboard and the towel.
The procedure to use it is always the
same. You can change only the images
of reference used in Photoshop and for
this I will show only a short example
applied to the main wall, in order to
understand the process. For the surfboard
and towel textures I have found reference
images from the Internet, while in order
to realize all the other materials I
have used images from the TotalTextures
CD's. We begin . Select the wall, or
create a cylinder, you decide which
part is visible to the camera and go
into sub object/polygon mode to prepare
the object for mapping. (fig.1).
From the modifier list apply a UVW
mapand choose cylindrical projection
(fig.2) and click on center alignment,
view align and fit in order to adapt
the map to the surface.
Here you can create the bitmap of
your UV map with Texporter to import
into Photoshop. You open the plugin
from the utilities tab, (hit 'more'
if texporter isn't listed,) set up
the dimensions you want, (in this
case 960x960), select "only selected"
and then you click on "pick object"
(fig.3), press "H" on the keyboard
and choose the wall (or the cylinder).
Save the image as a JPEG and then
open it in Photoshop or the program
that you prefer.
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Second Step: Photoshop.
Open the images that you are going
to use for the textures in order to
create the diffuse and bump maps -
in my case I have decided to use con004
as the main surface and stone38 in
order to add dirt and to render it
therefore more real. Create a new
layer & use the clone tool to
paint the surface of the wall on top
of the UV map. At this stage, in order
to render the texture more credible
try to always use the clone stamp
with another grunge map or similar
texture to add dirt and wear. Once
finished save the image as diffuse.tga
and then prepare to create the bump
map. Desaturate the diffuse texture
by saving as a gray scale image and
then change the contrast to +40 and
brightness to -20. Save this as bump.tga.
Now you have the textures ready for
the scene. Close Photoshop and return
to 3dsmax (fig.5).
Last Step: Rendering.
Open the materials editor (M) and
select the first free slot. In the
diffuse channel, open the diffuse.tga
image and in the bump channel, the
corresponding bump texture. Play with
the bump amount setting in order to
see what looks good, then apply the
material to the wall. After playing
with the settings some more and doing
a few test renders, you should be
ready for the final rendering. Below
is my final render of the scene.
Thanks to 3D Total for the texture
collections - truly very well made...
my compliments!
These images were 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