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Final Image

Intermediate Texturing

tools used: blender,gimp
goals: nor/ref maps from col maps; realism


Introduction

Creating a basic scene is easy: add an object or two, set up lights and a camera, and, if necessary, create some simple colored materials for your objects. You might go so far as using one of the default procedural textures for color maps, bump maps, or even alpha maps. But have you ever rendered your final image, just to be disappointed that something is just not quite right? One way to approach this is through creating your own bump and diffusion maps.

The Scene

Before beginning, I always find it useful to have a well established idea of what I want to do. Let's say we want to create a wooden plank. An old, beaten plank, that happened to somehow end up in a field on a cloudy day. This piece of wood has a good history to it: it used to serve as a lever to haul heavy, jewel filled crates on Blackbeard's Pirateship. So it's seen a lot of action, being deteriorated well by the salt air.

I will assume you know how to create a basic scene. Create two planes: one for the ground, and one as the plank. Add some lights.

Next, add the basic materials to the objects. Make the ground plane green and have no specular and no hard values. Add a brownish material to the plank and call it "wood." I chose small hard and spec values, because this wood is old, and shouldn't be shiny at all. Coloring for the spec value is only used to give a sense of depth and variation -- this is a good technique to remember.

Figure 1: Basic Scene
Basic Scene
Figure 2: Basic "Wood" Material Settings
Main Color Specular Color Spec and Hard Settings
   

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