Texturing With 3D Total's Texture CD's1
Texturing With 3D Total's Texture CD's1
The basic idea of this image was to try out the possibilities of the 3D Total texture series. Therefore this project started
mainly as a texturing exercise, but later it become more or less a Lighting-Rendering study with PRMan. I have used
Maya for modeling-lighting, PRMan for rendering. As I have not planned animating the scene therefore I have used
Photoshop for compositing at this time. Otherwise animating the scene would be entirely possible as I have used any
corrections what were not based on pre rendered passes or ID maps (no over painting or such were done).
Modeling:
As my approach was to reach all the wished details with displacement or bump map combinations, therefore I have not
modeled the cracks on the walls, mortars or holes between bricks. As you can see I have used simple forms, almost
standard primitives, so the modeling was fairly obvious and not too complicated. I have shaped everything from
polygons and right before rendering I have converted them to Pixar Subdivison format.
Here you can see a couple of screen-grabs about probably the most detailed section of the scene:
file://C:\DOCUME~1\SOTEC\IMPOST~1\Temp\T3VZV9JI.htm 01/10/2004
Pagina 2 di 4
Texturing/Shading:
I have used the 3D Total Texture series 1-3 for texturing the church. Although I have heavily modified the textures, the
base of the materials come from these CDs. I was positively surprised when I saw that the displacement/bump maps
were not just a desaturated versions of the color map, but cleverly modified or repainted to have the proper information
of the height too.
I am going to show two examples of the wall textures in detail. The first one is an overall red-ish huge brick stone texture
was used for the main walls of the church.
I started with the sto003.jpg map and used it as a base, then I removed the strange bits in Photoshop meanwile tried to
keep it uniform, after that I have given some more white - washed out - patches with inverting the dirt007.jpg texture. I
have used the concr91b.jpg to shape the bricks and form the mortars. Finishing the texture I have added even more dirt
and dust layers (dir2_002.jpg, mas_009.jpg) as it is seen on these images:
file://C:\DOCUME~1\SOTEC\IMPOST~1\Temp\T3VZV9JI.htm 01/10/2004
Pagina 3 di 4
ZBrush 2 is a huge leap forward in speed, performance and technology. Modeling, texturing and painting features have all benefitted
from unprecedented code enhancements. New tools and options provide even more versatility in all areas, boosting the artist's
productivity and streamlining workflow in surprising ways.
One of the trickiest wall was the pebble style front cover around the windows. First of all I have mixed two pebble style
textures together to get the base of the color variations on the surface. I have made a bit of desaturation and
levels/contrast as well. I have used the mass009.jpg texture to form the brick pattern. First inverted it, and as the bricks
were a bit big and wide for my taste, I scaled them and repeated the pattern. finally I have multiplied them together to get
what I wanted.
As the bump maps were well modified in the first place, I just had to basically redo the fore mentioned steps to get the
displacement maps. I have created finally the specular maps and used as follows:
file://C:\DOCUME~1\SOTEC\IMPOST~1\Temp\T3VZV9JI.htm 01/10/2004
Pagina 4 di 4
Page1 Page2
file://C:\DOCUME~1\SOTEC\IMPOST~1\Temp\T3VZV9JI.htm 01/10/2004