3. When it came to the pipework I made sure to tick the generate mapping co-ordinates box when I made the cylinders in order that they wouldn't require mapping later on. It is then a case of applying our three textures in the relevant mapping channels as seen in the image below. We have the colour map in the Diffuse slot and so on and next to the labels are the amounts at which these textures are visible. When clicking on the map button you will be taken to a Co-ordinates dialogue box where you can set the tiling of the texture. In order to avoid stretching here it was necessary to alter the amount along the length of the pipe to 9 ( the default being 1 ). This is then repeated for all three maps to ensure they align properly.
4. The ceiling, wall panels and doorway were all done using the same techniques as those used on the pipe supports and involve the cropping and pasting together of numerous areas of other textures on the collection. When each of the Diffuse maps were resolved it was a question of making the specular and bump maps to match and deciding on the lighting solution. Once again to save on render time I opted for a manual set up which although probably not as accurate was satisfactory. The lighting in this version is in sharp contrast to the stone scene as here we only have artificial light with far more sources in the form of wall mounted lamps that line the corridor. The lamps themselves have spots above them directing at the floor and I took the liberty of altering the parameters to show soft pools of light that form a pattern along the length of the scene (see the image below).
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