Making Of 'The Tunnel' using Total Textures

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Introduction

For my latest work I choose to reproduce a piece of concept art by Seung Ho Henrik, "The Tunnel" (Fig.01). I thought this would make an interesting choice as far as the textures, the lighting and the general atmosphere involved were concerned. Modeling in this scene was relatively easy; to give shape to the various objects I often started from Primitives and then changed them, handling them as editable poly. Thus in this Making OfI'll focus on the texturing bit instead.

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Textures

All textures used in this project are included in the 3DTotal Textures Collection! The collection is made of 19 DVDs, divided into categories. For the scene I used four of those DVDs:

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Total Textures V01:R2 General Textures
Total Textures V02:R2 Aged & Stressed
Total Textures V03:R2 Bases & Layers
Total Textures V05:R2 Dirt & Graffiti

Each texture also has a bump and specular version and that is very useful as it allows you to have some spare time during texturing! Furthermore, the wide range of good quality textures enables non-expert users to create high quality scenes! But let's have a look at the textures I used for the scene, starting from the side walls, the floor and the ceiling:

  • Floor (Fig.02 & Fig.03)
  • Ceiling (Fig.04)
  • Walls (Fig.05 & Fig.06)
  • Pillar - for the pillar I used a very simple unwrap to apply the texture correctly (Fig.07).

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[imgm:5:Fig. 03:' >

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[imgm:7:Fig. 05:' >

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Piplines

Thanks to the great variety of metal textures available on the DVDs, it wasn't hard to find the right pictures to map the various pipes in the scene. The metal textures were not modified in Photoshop; they were already perfect as they were, together with the specular and the bump (Fig.08).

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Large Pipe On The Right

The large pipe along the left wall was reproduced by joining two textures with a blend material (Fig.09).

For the two slots I used two arch and design materials (as I did for all other materials) and two metals (Fig.10).

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The two metals were blended together through a noise mask (Fig.11).

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Rail Sleepers

For the rail sleepers I used an aged wood texture and simply changed the color, making it browner. I cut the texture into four parts using Photoshop and used each part to create a different type of sleeper (Fig.12).

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Skip

The skip texturing was very simple. I used a box UVmap and I didn't post-process the textures in Photoshop because they were already perfect! (Fig.13)

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About the rocks in the skip: I created five or six pieces and then applied a cylindrical texture to them. I then duplicated the pieces and finally I simulated the position of them falling into the skip by using Reactor (Fig.14). As I have already said, all materials used in the scene were Arch & Design and I used Mental Ray as the render engine. Thank you for the kind attention and see you in the next scene (Fig.15)!

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