| 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. |
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Most of the objects use the same mapping system,
I apply a "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.
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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. |
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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. |
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![]() The sculpture has a "Composite" material formed by two "Concrete" |
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| I move the UVWMapping gizmo
making coincide the irregularities of the map with the geometry |
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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. ![]() |
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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. |
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