Start Room Completion
I finally managed to take my final two pictures that would eneable me to finish off all the texturing to the start room of the cave area. Below are the final renders of what i have done...
For the textures i have them all in one folder on my computer and also backed up on a flashdrive. Below you can see i have PSD Photoshop files, the actual textures that are used in Max and also all the bump maps that go with these textures.




For stairs i like to use a directional light - to cast shadows from each step to the next and then a set of omni lights to create the actual lighting for the highlights.



Looking on the left hand side we can see that the stairs have shaded areas but not the wall. So to create the darkened area we move back to Photoshop.
The added shade can be seen on the texture below, just using a darkened black brush set at a low opacity setting shadows can be layered up so that they are not too harsh and just basic black.
The render below shows the shaded areas completion and effect it has on the scene, this looks far better than the one previous. This method was good to use especially when 'stitching' various parts of the cave together when it was initially created.

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 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.





I feel when i work this way the more help i give myself in the early stages the better it is later so i can focus on texturing the maps instead of pulling my hair out because the texture - does not look right, or is not where it should be. So this logical process can be a benefit to someone else!
