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Photoshop Texturing in 3ds Max and Photoshop

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Date Added: 19th February 2013
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The final stage of the process in 3ds Max was to set the lighting. I used a very simple overhead light that could represent the sun (Fig.09). This is to make the car look as it would do in its environment. I tried to keep the shadows short and simple. I then rendered the image 3000 pixels wide. This was the end of my first day's work. I thought that the arm attached to the front wheel didn't quite look right so I added some extra plates over the arm to fix the form issues.

1670_tid_fig_09.jpg
Fig.09

This is where I moved the image into Photoshop. I started by simply marking details and demonstrating further the shape of the vehicle (Fig.10). I also started to select areas and paint in smaller details like the vents, rivets and light color (Fig.11).

1670_tid_fig_10.jpg
Fig.10

1670_tid_fig_11.jpg
Fig.11


After this stage it was time to start to add all the decals, dirt and scratches. It is important to do this well or the image will look very CG-like and won't be believable. Because it is important to make the image believable I tried to give it an army-like appearance as this is the kind of environment this vehicle would be in. I used a combination of hard brushes and airbrushes with Scattering to achieve the desired look (Fig.12 - 15).

1670_tid_fig_12.jpg
Fig.12
1670_tid_fig_13.jpg
Fig.13

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Fig.14
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Fig.15





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