Keep up-to-date with Free tutorials!!


Sign up to our twice-monthly newsletter today for the latest tutorials, interviews and product information.

Sign me up to receive third-party emails from 3dtotal's partners, too!

- Latest news
- Exclusive Shop Offers
- Preview early content
- Plus much more


Not Ready to take that step? OK, Why not just Subscribe to the RSS Feed

submit tutorial
1 | 2 | 3
Making Of 'The Shop'

| Your Rating:
rating star fullrating star fullrating star fullrating star fullrating star full
(2 Votes)
| Comments 0
Date Added: 22nd June 2009
Software used:

I almost always apply texture to the objects in modeling phase, I need to apply pretextures to seeing the working result, I also illuminate almost completely to have an exact idea of where to go.

Most of the objects use the same mapping system, I apply an "Poly Select" modifier, I select polygons and I apply them a "UVWMapping", then I copy that "Mapping" clicking with the button 2 in the modifiers rollout, I apply another "Poly Select", I select other polygons, I paste the "mapping" and I move, I scale or I rotate the gizmo to avoid the "Tiling" efect. In the picture of the left there are very few repetitions in the vein of the wood.

Another thing that I make frequently it is to vary the output maps parameters , by this way I can obtain, for example, many wooden varieties with just one map. This also allows me to control with more precision of exact color that I need in each object.

The rasped varnish effect I have obtained with a "Blend" material, two different wood maps and an dirt map from the "Total Textures" CDs.
The effect is very realistic.

The sculpture has a "Composite" material formed by two "Concrete"

I move the UVWMapping gizmo making coincide the irregularities of the map with the geometry

The light focuses in the roof have a radial gradient map in the Self-Ilumination slot and a "Noise" map in Diffuse

To hide the tiling effect in the walls I select all the polygons of that wall, then, I make a detach of those polygons with the purpose of isolating them, once isolated ("hide unselected") I make a render in "Front" viewport using the "box selected" mode disabling shadows and "Environment" effects.

I put the render into Photoshop and there I edit it to dirty corners, to put graffitis, to rotate blocks of bricks, etc. finally I mapping in MAX with an "UVWMapping" planar to the whole wall.

To make some materials of the scene I used a blend material, in a slot I put a material of "Total Textures", in the other slot I put the same material but varying the output parameters of the diffuse map to make it a lot more dark and a dirt map the "Mask" slot

The step ladders have a "Splat" map that simulates painting splashes.

< previous page continued on next page >

1 | 2 | 3
Related Tutorials

Learn to create fantasy battle scenes

by Piotr Foksowicz
published on 2016-04-18

Keywords: battle scene, fantasy, creature, photoshop

rating star fullrating star fullrating star fullrating star nonerating star none (2)
Comments 0 Views 6928

Paint a rainy scene

by Sergey Svistunov
published on 2016-04-06

Keywords: Sergey Svistunov, rain, photoshop, scene, tree

rating star fullrating star fullrating star fullrating star fullrating star full (5)
Comments 0 Views 4881

Making Of 'Traditional Portrait Bust'

by John William Crossland
published on 2014-02-19

Keywords: Making of, Art, Sculpture, ZBrush, Maya, Male

rating star fullrating star fullrating star fullrating star fullrating star full (9)
Comments 0 Views 72985

Classical Sculpture - Chapter 1

by Rafael Ghencev
published on 2013-01-03

Keywords: sculpture, classic, human,

rating star fullrating star fullrating star fullrating star halfrating star none (6)
Comments 0 Views 101301
Readers Comments (Newest on Top)
no comments!
No comments yet. Be the first to comment!
Add Your Comment..