The texturing part was interesting because I had the opportunity to use the UVLayout program to do the UVs. I like this program a lot because it is easy to use (although at first it might seem a bit weird), and has a lot of great features. I strongly recommend you try it out!
Most of the objects in the scene have normal V-Ray textures, and the different texture maps that I used were edited in Photoshop. I used plane, box and cylinder UV-mappings. The seats, were exported into ZBrush for detailing, piece by piece.
I had to export the mesh from Max as an .obj file to import it into UVLayout. I edited the UVs, exported the model to an .obj, imported it into ZBrush and, after putting in some folds, I finally exported the model back to 3ds Max with the appropriate normal maps. The texturing was not that special on the seats; I used the normal maps from ZBrush and normal mapped horses (Fig.16), which I took from a reference photo and created a normal map with CrazyBump. I was planning to use a texture map for the seats, but after some test renderings I realised that the differences between using a texture map and just using a diffuse colour were close to none. (Fig.17) |