In
this short tutorial I will try to explain
the techniques I've used in my last
picture, named Bounded by Destiny. I
must say that the picture is still work
in progress, but I'll post the final
version on my site and 3DTotal site
. You will probably ask yourself why
this name ... well it shows the path
of every human being from birth till
death. As you can see, the left side
which is clean and more saturated represents
birth - the beginning, and the right
part is desaturated, abandoned, crashed
and it represents the end of life. I
still have to integrate some ideas in
this picture, like a young boy on the
left side and an old man on the right
side. That's it in short words about
the idea.
Modeling
& Lighting
Many
times people ask me to show the wireframe
of the original picture so that's what
I will do for start:
As
you can see the wireframe is not so
complicated. It is mostly done with
polygons. For example for the arcades
I've used the box on which I've done
Boolean difference operations with cylinders.
The pillar is done with simple revolve
operation and duplicated many times.
Floor tiles are done with polygon cubes
and for the tiles where the ruins are,
I've also used Boolean operations (mostly
difference) to get cracks. The next
tools in Maya are the ones I use very
often: Split Polygon Tool, Cut Faces,
Extrude Faces, Boolean Operations, Merge
Vertices, Fill Hole and Combine. Maybe
some more but I can't remember at the
moment. :). Also sometimes it's better
to use nurbs, but I leave that to your
choice. It usually takes some practice
to learn where to use poly's and where
to use nurbs.
The light setup is also very simple
to do. You won't believe it but I've
used only one light. Since I've used
MentalRay renderer that comes with Maya,
the one light setup can be enough since
MRay can do global illumination very
good. Before we continue, the next pictures
show the position of the light and rendering
without global illumination, final gather
and area light so you can get the feeling
what FG+GI+Area can do for you: ;)
As you can see the light without GI
and FG looks very boring, but thanks
to new technologies we can push it very
far when it comes to realism. The final
gather and global illumination takes
some time to do the setup, but after
you do it you don't have to worry any
more. The area light was also used to
get the realistic shadows. Although
I have relatively fast computer (P4
2.4) it takes about 8 hours to render
the picture with this setup. That is
what happens when you use combination
of GI FG and area light. :) For example
in my last picture I've used about 10
times more objects and around 100 lights
but the renderer took only 2 hours which
is very short compared to this one.
So, start render and go to sleep and
if you want to do animation then leave
global illumination and final gather
alone, or try to bake it. ;)
Yes,
one more thing... to get more contrast
and enhance the shadows I've also used
the dirt map shader for mentalray ...
but with negative values (-0.5). Why
this? ... because I wanted to push some
parts of the image to shadows to get
more interesting effect (more contrast).
The example of this one will be showed
in some other tutorial but the dirt
map shader can be very useful and very
fast.
Texturing
and Post Processing
One
of the most interesting and most difficult
part to do in this image is texturing.
As you probably know, I've used many
textures from the last 3DTotal textures
CDs. They are definitely the best textures
that you can find around. The interesting
thing about these new CDs is that on
Total Texture 5 CD you have clean surfaces
and on 6th CDs you have a lot of masks
and dirt maps with which you can enrich
the textures from the 5th CD. This is
what I've done in my picture ... I've
tried to get clean textures on the left
side and dirty textures on the right
side of the image.
After
I've done some modeling part I have
searched for some textures on 5th CD
that can be used to texture my picture,
and copied it to another directory.
But before I jumped to the part of the
texturing I have set the UV mapping
of polygon made objects using techniques
explained in my last tutorial (making
the glimpse of the past). After this
I created shaders with image textures
and applied them to objects in the scene.
For example the shader for the arcades
on the left side looks like this (Maya):
As
you can see, I've used original color
image for connected to the color channel
of the shader, and B/W bump image mapped
to the bump value of the image.
For
the right arcades it is slightly different.
I've used the dirt maps from the 3DTotal
Texture CD6 which I mapped to the diffuse
channel to make things a little bit
old and give some dirt to it. What I
still need to do is to recreate the
color map a little bit, but I am pretty
satisfied with the look at this stage.
At the moment the shader looks like
this:
For
the floor I've used similar shader...
there are color and bump information
that comes from the maps at 5th CD,
and diffuse-dirt map that was created
in Photoshop by mixing few textures
together. As you can see, the diffuse
map is not mapped to the UV'v but with
the projections so I can easily tweak
the position of the diffuse map.
As
you can see the common thing to this
shader is that they all have color map,
bump map. I didn't play to much with
color maps but if you want to get more
complicated color maps you can try to
mix together few of them or maybe mix
them together by using black and white
maps from the 6th CD... it depends on
what kind of material you need to create.
Don't be confused with dirt map node,
it is not the dirt that I have created
with diffuse map. Dirt map node gives
the faked light and shadow to ambient
part of shader ... so called ambient
occlusion. The real dirty look of textures
are made by mapping the diffuse channel
with the images from 6th CD.
Post
processing is the last part I've done.
Sometimes I use Photoshop to do this
but this time I used Shake. Basically
what I did is that I added some depth
fog, depth blur, color corrected the
image and added some noise and glow.
In the next picture you can see the
difference that this has on the original
picture:
This
scene has been completely done with
the textures of the 3DTotal collection.
More so, with the textuAnd this is the
end of this short tutorial. When I finish
the picture I will try to create more
detailed explanation - tutorial on how
did I create the image, and till then
good bye.
Toni
Bratincevic
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