This
tutorial is aimed at 3dsmax
users but can be followed with
any 3D package. First, I will
show some details of the modeling
and afterwards I will explain
the texturing process, after
that I'll say a few words on
ligthning.
When
Chris proposed writing this tutorial
to me, instead of retexturing one
of my scenes, I decided to make
a new one based on the use of the
the 3dTotal textures CD's: I searched
on the net, I found this image pretty
(on the right) and I based my modeling
on this.
Then,
I browsed the textures CD's to see
how I could improve this photograph
that was a bit monochrome.
I would like to say that the textures
are very nice and high resolution,
it wasn't hard to find good textures
to improve this scene.
In
my scenes I work especially on the
mood, my goal was not to achieve
something photoreal, but a bit romantic
and glamourous.
Modelling
There's
nothing really hard to model in
this scene
Walls:
I simply used box and planes and
edit them, extrusion for the window
and the door
The
ground: I used A small plane
and I extruded its edges for ground
and edited it to model the stairs,
the rest is obtained by a displacement
map
The
planks: I used chamfered box
with extras edges to deform them
Other
details: The wires are renderable
splines, the grass is made with
Grass-o-matic
and stone with geospheres with
a noise modifier ( the vespa was
found on the net )
Texturing
General
Tips
-
For most materials I used the
Oren-Nayar-Blinn shader, because
it has diffuse level and diffuse
roughness channels that allow
more control over the diffusion
of the color, that's very helpful
to add dirtyness, hide the seems
of the texturemaps (if there are
any) or darken some part of an
object (Raytracing and multi-layer
shaders have also diffuse level
and roughness channel)
-
The
UV-channels are very important
and I use them massively to manage
my differents texture maps and
masks. I use differents UV-modifiers
with diffrerents channels (1,
2, 3...) to manage my maps, I
rename each UV-modifier to the
name of the corresponding maps,
for example : UVW mask, UVW Moss,
UVW cobblestone...
-
To easely tune maps, luminosity,
contrast and color I use the Color
Correct freeware plugin
-
I often use mix maps and blend
materials with masks, it's a good
way to get complex mapping with
a few basic maps. I prefere blending
my textures in max rather than
in photoshop because it's easier
to manage masks and move them.
I
will show the making of two materials
now: one complex and one simple,
it represents the two kind of
material I used in this scene.
General
Tips
The
ground material will be done in
three steps, first I create a
mix between a ground and a mossy
map using a mask, secondly I create
the cobblestone material and thirdly
I blend them together using another
mask.
At
first, I make a screenshot of
the UV-editor to use as a guide
to paint my mask and a part of
the diffuse level channel
I
mix a mossy map and a ground map
with a painted mask using the
mix mapto create the diffuse map.
3DTotal
Advertisement - We need your support!
As
well as you tutorial hungry people eating through a terabit of bandwidth each
month we also have many additional staff and running costs involved in creating
these free pages. We want to continue bringing you many free tutorials and resources
everyday, so PLEASE check out our products and amazon affiliate schemes via the
above banners. Many thanks!
The
bump map is a bit more complex,
I mix both bump maps corresponding
but the result does not perfectly
match because the moss bump is
darker than the ground, it will
look like sinking into the ground.
To correct ithat, I again mix
the with the previous mix and
a negative image of my mask. I
get an appropriate bump map, the
moss is lighter than the ground
so it will emerge from the ground:
I
painted in black the base of the
walls and the stairs to darken
them, I mixed it with an other
dirt map to add details.
The
cobblestone material is simple,
he has just diffuse, bump and
a diffuse level to add dirtiness
The
final material is the result
of three textures, moss, ground
and cobblestone with differents
placements rules by masks
The
brick walls, concrete wall, wooden
door...
These
shaders are quite simple, I use
color maps and bump maps, diffuse
level and diffuse roughness maps
to add dirtyness or modify the
contrast of the maps like the
concrete wall, the two colors
on the wall are created by using
a diffuse level and diffuse roughness
maps to darken and ligthen some
parts of the wall.
I
often use color correct
to edit mask because it's much
easy and powerfull than use te
output panel oft the map.
The diffuse and bump maps are
obtained by mixing with the same
mask, I decreased the contrast
of the mask to make the second
map appear more softly:
The
diffuse level and roughness are
the same maps obtained by an RGB
multiplier map using a gradient
ramp and a dirt map. The diffuse
roughness ligthen map with its
white values and the diffuse level
darken the map with its black
values. The values do not have
to be too high if not you will
alter too much the maps, the effect
must de quite subtle.
I would like to say a thing about
lighting too: there's no GI, the
skylight is created by about 15
spotlights with depht maps shadows,
and there's about 15 omnis with
decay and custom colors to simulate
inderect ligthning.
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