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695_tid_13.jpg
695_tid_14.jpg

The top picture shows the scene without the effect of 'Diffuse light'. The bottom one - with.

Texturing the Windows

Let's take a look at some of the Shaders I used for the scene. Most of it is basic stuff but maybe of use for someone.

695_tid_15.jpg
695_tid_16.jpg
For the window I used a Phong Shader set to 100% transparency and with a small highlight. To immitate a room behind the window I placed polycube behind all the windows to give some depth. This effect is mostly visible in animations.

695_tid_18.jpg 695_tid_17.jpg

The "room/window" map was connected to the color and ambient color. The diffuse was set to 0.000 and the glow to 0.430. For the map itself I used a pictue of a reflective window.

Texturing a Ventilation Tube

695_tid_19.jpg
This is a part of the SpaceCity scene. Here we used a "3D Total Texture " without altering in Photoshop. This part of the scene is completely modeled using Nurbs.

695_tid_20.jpg
I used a "2D placement node" for the tube so that the texture conforms to the shape of the tube.The same map was used for color and bump.

695_tid_21.jpg

This is what I have so far a simple looking metal shader, next we work on the highlight.

695_tid_23.jpg 695_tid_22.jpg





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Readers Comments (Newest on Top)
avatar
Enrique Campos on Fri, 14 October 2011 9:17am
Hi Daniel, I'm working right now in my modeling reel and it is a project very similar to this one. Could you please show a little bit more on how you did the images that go behind the windows? Thanks It's looking great by the way.
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