1. The first scene I worked on was the ancient stone version and I began with the floor as it would be the nearest area of geometry to the camera. For this particular scene I used textures from the 3D Total Textures collection, namely V9 (Ancient Tribes and Civilisations) and V12 (Textures from around the World). In the image below you can see that the final floor texture is composed of two colour maps and a dirt map which I took from V5 (Dirt and Graffitti). I cropped and re-arranged the two images to get the look I wanted and then made the bump and specular maps to match. The dirt map is set to a Multiply Blending mode and given about 50% opacity with some red and yellow colouration under Image - Adjustments - Colour balance.
2. For the platforms that support the pillars I chose a large stone texture and then added a highlight along the edge to emphasize the chamfered edge on the geometry which was done on a seperate layer set to Screen blending mode. At the base of the stones I pasted in another dirt layer where they would meet with the floor as seen in the image to the right. As this texture had a suitable scale and colour scheme it also doubled up quite nicely as the ceiling template.
3. The geometry at the end of the corridor that represents the back wall and doorway is far enough from the camera to avoid any detail and so the door itself was made using a texture which was a combination of three images projected onto a single poly. One for the wall, the door itself and the door surround which just helped bind it to the wall (see the image below) As this part of the scene is furthest from the camera I did not spend too much time on it as would prove pointless.
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