Friday, March 21, 2008

Texturing

Now that the model has been complete and the mapping has been issued, texturing is the next step. Using photoshop and images taken in the gallery alongside with other photographs (such as brickwork) i created the textures that will lie on the model.

Below is the texture for one of the rooms in the Galleries of Justice, i named this the exit room, the brickwork took a minute to resize so that it would be the right size once it is seen in 3DS Max.
Below is a render from 3DS Max to show what the texture looks like. Ignoring the doors on the right as they are on another texture map the one created fo the room looks good and nothing is stretched as was the plan.

The next stage was to add some dirt and shadow. Creating shaded areas at this stage will save time later on as the lighting placement and strength will be easier to create and also give the PC less stress when rendering at the end.


Once again the render below is the result of the shaded areas created in the previous stage.

Once this has been established i will also mimic more shading and depth - especially to the brickwork by creating a bump map. The bump map will look for black areas that will create shaded areas and the white area will be the highlighted area so when the final render is created the sence of depth is achieved.


Below is the final render ready for lighting to be placed into the scene. Every single model had its own Unwrap UVW, Texture and bump map. And this took around 80 hours to complete the whole scene -WOW!