The
problem I had with this approach was
that if I wanted to make specific marks
in specific areas, like humidity spots,
I'd have to make a mask and colour map,
etc with another uvw map. I used this
again in the lower walls that have some
graffiti. I had this same material and
I just added more uvw maps modifiers
with it's own channel so that i could
map the graffiti correctly. Of course,
all together becomes quite complicated
to manage and it simply doesn't give
me the liberty to make what I want so
I just switched to the second technique
I used: Composing in PhotoShop all textures
and masks that I wanted to use. In 3dsmax
i simply had to take a print screen
of the object I wanted to texture (like
a wall) and paint in PhotoShop the exact
placement of the textures. Here's an
example:
mesh
of back wall pasted into photoshop added
a layer of bricks texture
the
masked white paint over the bricks and
masked humidity draining.
As
you seen, this way i know what the result
will be more accurately, and don't have
to worry too much with uvw maps.
The most hard stuff to texture and get
things right was the floor. I wanted
to have a tiled concrete floor with
some cracks and an entire area that
concrete had been broken and only little
gravel and pieces of concrete show up.
It was difficult because i had to combine
very well the various maps that worked
in diffuse, bump and displacement channels.
I won't put here all the maps I've used
to make the masks and colours, since
they are many of them, and i dint use
all of the whole maps, I used specific
areas for masking. Here are the final
texture maps:
the
displacement isn't very noticeable here.
The only unwrap I had to do was for
the paint bucket. I applied a cylindrical
mapping to it and used Textporter to
unwrap the mesh to PhotoShop. Then mixing
some colour maps and adding masks, I
got a texture like this. Every map used
is from 3DTotal's Textures CD's v5 and
v6, except from the paint logo:
Paint
bucket textured. Came out
very nice to me! I didnt have
any corrosion colour map in
these cds, so i used one they
have that are little brown
stones that did the same result
:)
The
grass was made using adisplacement map
with a mask done so that it only shows
up in the cracks of the concrete and
in some spots where water would fall
easily, like the corner and right wall.
Every
other object was textured using the
same method as described above, so no
reason to go on. Let's move into something
further. Lighting and Rendering
Lighting
and Rendering
As
I said in the lighting part of "clean"
scene, I used Vray to render the scenes.
I wanted to simulate morning light,
so I only created a direct light with
shadows to have sunlight, which produces
some hard shadows.
I used displacement for almost every
object in the scene, leaving only the
metal plates, paint bucket and woods
out. This was a major render killer
as it actually "killed" my
mad 2700 1gb ram two times...yes, it
reboot all alone two times!!! And when
I finally made it, the render took me
9 hours!
Now I wanted to have a small volumetric
light effect to depict the morning haze.
I absolutely couldn't do it in the same
render I did for the scene. I hide all
my objects, applied a volumetric effect
to my direct light. I also created a
simple radial gradient map with some
noise and applied it in the projector
channel in my light. The result was
a nice volumetric light pass that I
added to my original image as screen
mask mode.
After
rendering my image I opened it in Photoshop
and made a few changes, like some brightness
correction, noise adding and I added
a duplicate layer of my picture and
set it to screen mode, and then I made
a threshold of it to get a contrasted
black/white version of my picture in
order to get a soft glow around parts
of the picture that are brighter. After
that, I just had to blur it a bit.
Here's a wireframe and final rendering:
That's
it! I hope you all liked my scenes and
this overview, feel free to critic and
comment. You have my email :)
2004 Miguel Madaíl de Freitas
| Big Spot - Computer Graphics Studio
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