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3d art

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Textures, shaders and postproduction<br />

Proper textures and shaders will really bring your plants to life<br />

Texporter<br />

Texporter is a<br />

plug-in that helps<br />

you to create<br />

basic templates<br />

for textures.<br />

Please remember<br />

to keep the<br />

resolution ratio<br />

(width and<br />

height) the same<br />

as in the UVW<br />

you have applied<br />

to an object.<br />

Once the<br />

template is done,<br />

save it and paint the<br />

texture in your favourite<br />

software. In the end, the<br />

texture will perfectly fit<br />

your object.<br />

Utilise the Texporter<br />

script to produce masks<br />

for your textures<br />

k<br />

11 Paint the textures<br />

In the early steps we applied UVW box mapping to the main<br />

components, such as the flower and stalk. It’s a massive<br />

help to have reference pictures taken from orthogonal views<br />

for the elements you are about to texture. There is a great<br />

plug-in called Texporter (www.cuneytozdas.com), which<br />

may help when creating texture templates. Once the<br />

template is ready, you can simply copy a p<strong>art</strong> of the<br />

reference picture and fit it to the comp. In some cases it’s<br />

even better to paint the textures from scratch – as this will<br />

give you more control over the size and placement k.<br />

12 Create materials<br />

After your diffuse textures are done, copy the layers and<br />

desaturate them. Tweak the contrast and brightness to<br />

prepare the Bump, Reflection and Translucent maps in<br />

Photoshop. Once all the textures are set, choose the<br />

VRayMtl and organise the channels as shown. To get more<br />

control over the shaders’ behaviour, use the ColorCorrect<br />

parameters with all created textures L.<br />

Rendering additional<br />

channels & postproduction<br />

A standard Direct light with area shadows was used as<br />

the main light source, clipped with VRaySky in the<br />

environment and reflection override. In the<br />

VRayPhysicalCamera, enable the depth-of-field<br />

checkbox and set the correct focus distance. Add some<br />

extra channels in the VRay: Frame buffer, as follows:<br />

Alpha channel, Z-Depth, V-Ray raw reflection and the<br />

Reflection filter.<br />

In postproduction, control the reflection amount using<br />

the ref. filter channel. Apply a Lens Blur filter in<br />

Photoshop with a Z-Depth map. Finally, tweak the<br />

setting to achieve an extra stylish bokeh effect.<br />

Using additional passes, such as Alpha and Z-Depth channels,<br />

hone the lighting and other effects in postproduction<br />

k Use the orthogonal reference<br />

photos for texture creation<br />

L Control the shader’s<br />

behaviour using the<br />

ColorCorrect parameters<br />

L<br />

Paweł Podwojewski<br />

After several years of collaborating with<br />

architectural studios, in 2008 I decided to<br />

open MOTYW (MOTIVE). Working with<br />

clients all over the world, I have become<br />

very experienced in different types of<br />

projects. I’m always looking for a<br />

challenge in my work, to improve myself<br />

and to evolve.<br />

Housing in Bordeaux <strong>3d</strong>s Max, V-Ray, Photoshop<br />

(2010) An autumn dusk scene. I love to play with the<br />

atmosphere of my scenes; nearly every time I am<br />

surprised by the results.<br />

Winter in the city <strong>3d</strong>s Max, V-Ray, Photoshop<br />

(2010) An urban environment in the winter. I spent<br />

some time working on the street textures, painting a lot<br />

of Displacement maps to achieve this effect.<br />

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