Hi,
I would like to write a little bit about
my scene "helms deep", including
modelling, lighting, and the major part,
texturing.
The
castle itself was made with polygon-modelling,
I used some references from the LotR-DVD,
but sometimes it was quite hard to get
the details, so the castle in not really
authentic, there are also some of my own
ideas. I started with the long wall.
I
created a standard box, cut the details
I needed and extruded. Especially at the
parapet, I had a lot of slicing to do,
and to connect the points per hand. The
rest of the castle
was made in the same way, for doors etc.
I used booleans.
For
the rocks, I also started with a box, extruded
it in a "U" shape around the castle
and started detailing the surface and use
the function "crumple", which
displaces the polygons, so in combination
with sub-division, and a lot of manipulating
with the magnet, you get a pretty good result.
Here a picture which shows the idea:

It
is important that you know where to but
the details, because at a certain
amount of polygons, you can not control
it anymore.
For the ground I used the same method, but
I did the ground and the small rocks around
the castle in one plane.
Concerning
texturing, I dealed with a lot of different
maps, most of them are from the 3dtotal
texture-cds, especially for the dirt.
Starting with the castle, I used a groundtexture
for the walls, therefore I made a larger
version of the map in Photoshop so you need
not, that much tiling.
This is a good opportunity to introduce
some functions of Cinema 4D, because this
program is not that common, but really an
alternative and I guess in a few years it
will be a competitor on the market.
Here
a shortcut of the material-editor, which
offers really everything you need. At the
top the color, with the map, then "Diffusion"
I used the plugin "DirtyNuts",
to simulate dirt at edges, a bumpmap and
some gloss-settings, and this map is finished.
But the material-editor also offers a lucent-channel
which offers the possibility to create translucent
surfaces, a transparency-channel, reflection,-
refraction-channel, a fog-channel, alpha,
- glow and displacement-channel and settings
for the illumination.

Here
an example for a dirtymap, the colormap
was mixed in an BodyNut fusionshader, where
you can combine 2 or more textures without
using Photoshop, and even use alphamaps
as masks. Like this I created some other
maps, so that I have about 6 layers on the
wall. The rest of the castle was made in
a similar way. In the end I had about 30
different maps, to get a result I liked.

For
the rocks I also used a lot of layers to
get a good look, very important are here
the displacementmaps, otherwise the stone
looks like plastic.
For the ground I drew a large UVW-map in
Photoshop, because it is a good way to get
a smooth course from the sand to the stones
near the castle.
The
last steps were to add some lights. I just
set 3 lights, 1 frontal to the castle -
white. A blue one in the background with
volumetriclight, and a slight yellow light
right above the castle to bright up the
shadow, and all together rendered with Radiosity,
which took about 2 hours at 1000x800, looks
like that:
I
did not do much postwork, just a bit more
contrast, added in photoshop.
So that's it, I guess compared to the
old version, I really could improve that
image with the textures 3Dtotal-texures!
Special
thanks to them, and ciao
Patrick Pirker
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