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Making Of 'Ruins'

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Date Added: 9th December 2009
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To texture the hose lying on the ground I decided to use vertex paint in order to add all the dirty spots easily. This way I didn't have to fight with uvwrapping.

In order to create textures I used pictures which I took with my digital camera. In Photoshop I straightened those parts of a photograph that I needed to use for texture so as to get rid of perspective. Here is an example:


On the left: reference picture. On the right: the picture after I have worked on it in Photoshop:

For this part I also used Photoshop Transform Wrap Mode to match the uvmap.


When working with textures, people usually use different files for diffuse and bump maps. Using PSD file format in 3dsmax offers you the possibility to choose a layer that you want to use. Thanks to that I was able to have all the maps I needed in one PSD file (diffuse, bump, opacity etc.) and then I could choose a proper slot and layer in material editor chase. Unfortunately PSD files can get quite big so if you really need to save RAM I would still recommend using standard approach to saving textures.

Here's example

It's important to have full frame checked because otherwise if you forget to crop image in Photoshop it might be in wrong place on the uvwraped object. It often happens when you create for example a texture that is supposed to be 1024x1024 pixels and you drag the textures from other images etc. If you just save in the PSD a part of an image that is outside 1024x1024 boundary, the image will still exist if it wasn't cropped before saving the file. This is example what I mean:


For an old broken wall I also used BodyPaint 3D in order to have a better preview of what I'm doing. Here's a short movie showing the process: 

The pictures I took with my digital camera were also used to create plants. I cleaned them in Photoshop and created opacity masks. Next, I created 2 planes for each plant so they did not look too flat.

Here is the example of how a few UVW maps looked like:


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