Part 2: Texturing
and lighting the Nissan R390 GT in 3ds max 5
Introduction
Creating a believable 3d model is strictly tied with an accurate
definition of its materials and textures: realizing and correctly
applying the textures on a model is a complex and long process
in the creation of photorealistic renderings.
About the rendering process, i will simply descrive how to
obtain a believable rendering in an exterior environment,
and we will be greatly helped in this achievement by the new
characteristics of the many global-illumination capable rendering
engines.
Nowadays there are many rendering options to the average 3ds
max user, from the built in “Light tracer” to
3rd party rendering engines (i.e. Splutterfish’s Brazil,
Chaotic Dimensions’s Vray, Cebas’s Final Render).
To add even more, the latest 6th release of 3ds max made many
artist’s dream come true: the integration of Mental
Ray 3.2.
The principles behind global illumination are common to all
of this options, but interfaces and programmin algorythms
differ quite a lot, bringing up confusion and differences
in quaity and performance.
For the sake of simplicity i will discuss only the Light Tracer.
To complete this tutorial you will need 3ds max 5 (at least)
and a graphic software like Macromedia Freehand or Fireworks
(which was my choice), or Adobe Photshop or a similar software.
I will not discuss the operations needed to paint in these
softwares, but for our purposes we will just need a very basic
understanding on how to create texts and shapes, so everybody
reading this should be able to go through the process.
Section 1: Planning
Section 2: Materials
Section 3: Mapping
and definition of UVW coordinates
Section 4: Painting
and application of textures
Section 5: Creating the shaders
Section 6: Lighting
and rendering
Section 7: Conclusions
DOWNLOAD:
as a bonus you can get the bonnet model (3ds max 5) and
the textures for this tutorial! |