This
is my first ever tutorial so bare with
me... :)
I wanted to do a scene that was realistic
when it came to composition.
I wanted it to have realistic texturing,
lighting, and modeling. With the 3DTotal
Texture CD's, I knew I had one aspect
down; just two more to go.
the
final rendering textured using 3D Total's
TotalTextures Cd's
the piece of inspiration
So
to start, I had to come up with a
scene that was worthy of being recreated
in 3d. After some searching, I came
across a painted image of an alley
somewhere in Europe. I wanted to create
a scene similar to this, only done
realistically as opposed to being
painted. I knew I wasn't going to
be able to recreate the painting exactly,
so I had to come up with some more
objects that would lead the viewer
to believe that this was an actual
place that could really exist.
So
in 3dmax, I began to layout the
scene as the painting dictated.
The
walls were simple extruded splines,
with some detailing around the
windowsand door frames.
Later on I went back and added
some fine details like weeds,
barrels and some wooden planks.
Once I had the scene pretty much
modelled it was time to texture
it.
This
is where the fun began! :o)
Here you can see what the scene
looked like before it had the
textures applied.
Deciding
on which textures to use was probably
the hardest part of making this
scene. Upon looking through the
texture CD's, I found the amount
of textures a little overwhelming.
3DTotal
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I
already knew that I wanted my
scene to be mainly textured with
bricks and/or concrete.
After
finding various textures I could
use, I chose these two to be my
main diffuse maps for the walls
in my scene. One thing I have
always noticed with scenes that
rely heavily on texture maps,
is that their textures are too
saturated. So I took the textures
I wanted to use into Photoshop
and lowered their saturation level;
this would give me a more realistic
look when rendered.
I
also combined these two maps to
give me one composite map that
looked more like brick being exposed
through chipped concrete. After
much tweaking in Photoshop I came
up with this final texture.
I
basically used the samemap for
the other walls as well, with
a few minor adjustments to it.
For
the bump map, I used the bump
maps that corresponded with the
two original images I used for
the wall texture. In Photoshop
again I played around with the
layers until I got the desired
effect.
The
same idea was applied to the texturing
of the brick walkway. I took two
maps and composed them together
using Photoshop. Just by using the
clone-stamp tool I was able to copy
the moss and paint it on to the
brick texture.When these two textures
were finally mixed together, I ended
up with a texture that looks like
this. I
wanted a texture that had mossy
growth between the cracks of the
bricks.
This is what the scene looks like
in the viewport when it has been
totally textured.
You can probably see from this image
that the map does repeat as it goes
back into the scene. Due to the
way I wanted to light this scene,
I wouldn't have to worry about that.
For
most of the scenes I do, I try to
use lighting rigs and setups that
I have created, instead of using
GI renderers like Brazil, Final
Render or Vray...the list goes on...
But for this scene I decided I wanted
to run it through Brazil to give
it an increased feeling of realism.
I chose Brazil because it is the
renderer I am most familiar with.
Most people think that using GI
in your scene is cheating. Even
though global illumination does
help your scene look better, you
still have to know how to light
a scene with actual lights.Colour,
attenuation, and shadows still require
attention when using GI.
And there you have it..my first
tutorial! I hope this can help some
of you.
Cheers
for your time,
Joel
LeLièvre
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