"The Vaults" is an extension of my Church Model. Unlike church which was created in Maya this is created in 3dsmax.
All the modeling is done using polygons & since I'm planning to use radiosity, models are lowres & are cleaner compared to the rest of my highres models.
The next step is to work on the first pass lighting. This makes the texture work a lot simpler. I'm using 3dsmax 5.0 built-in radiosity plugin. To achieve the effect of light through windows for radiosity calculation, I'm assigning a self-illumination materials to windows & the strong white light. I can use the photometric sun, but this way the results are much quicker & cleaner. To make the illumination work the base material should be Advanced Lighting Override & the sub material should have self illuminations properties. To simulate the shadows later in the rendering, I'm using a regular spot light (not the photometric one).
For texturing I usually use my digital camera or use a texture CD (which is more convenient). In this case I'm using the texture cd. Since these "3d total Texture" cds auto run feature use Windows Explorer, it makes it a lot easier to browse through the textures. I just make sure that I select the appropriate resolution for my texture. Using the highest possible resolution would not give you the best results all the time, specially if the texture is tiled a lot. So if its tile & I'm not getting a close-up of the texture I would use the low-res version.
Below are the textures & the material network I'm using:
The detail of one of the material network of wall is shown below:
After the texture pass & adding all the layers to the materials, I went back to final lighting pass. Once its done I increased the resolution of the rendering & the shadow map & rendered & saved the final image.