This
tutorial is aimed to 3dsmax users
but can be achieved with any 3D
package. First I will show some
details of the modeling and after
I will explain my texturing process.
Part 1 - Modelling
There's
nothing really hard to model in
this scene. I add some details on
the objects when they're mapped
to match the object maps. That make
easier the modeling and mapping
process. 3Ds Max is nice for this
type of work, you can modify the
mesh with an UVW modifier at the
top of the stack, and when you toggle
show end result, you can model the
details with the map as guide. I
used renderable spilne to make the
shapes on the windows.
Part 2- Texturing
General
texturing tips
-
For most materiasl I used the Oren-Nayar-Blinn
shader, because it has diffuse level
and diffuse roughness channels that
allow more control on the diffusion
of the color, that's very helpfull
to had dirtiness, hide the seems
of the texture 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 textures maps and
masks. I use differents uv modifiers
with diffrerents channels( 1, 2,
3...) to manage my maps, I rename
each uv modifier with the name of
the maps corresponding, example
: UVW bricks, UVW dirt, UVW metal...
-
To easely tune maps, luminosity,
contrast and color I use the Color
Correct freeware plugin
-
I use often mix maps and blend materials
with masks, it's a good way to get
complex mapping with a few basic
maps.
-
I will show the making of two materials,
one complex and one simple, it represents
the two kind of material I used
in this scene. To achieve the differents
effects of my maps I used a lot
Photoshop to composite dirts maps.
The Steel
door
The
steel door is a composite of a base
color map and somr dirt and graffitis
layer blended to add details. The
dirt maps are blended in mulltiply
blending mode and colored with the
Color Balance image adjustement.
To make the blend of the graffitis
more realistic I erased the paint
where the pieces of the door meets
each others. To achieve this effect
I used the color range selection,
I selected the darker areas and
I erase thecolor of the graffitis
with this selection.
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The Brick
Wall
For
the brick wall I started from a
screen shot of the mesh in front
view to easily place my details.
For the diffuse and bump I simply
used a clean brick texture. The
details and dirt were add by the
diffuse level and diffuse roughness
channels of the Oren-Nayar-Blinn.
I made it by compositing in Photoshop.
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