In another CGTuts+ exclusive we'll be creating an old wooden water tower in 3ds max. The entire modeling and texturing workflow is covered in detail. Unfortunately I was unable to cover the uv mapping process, but I do discuss the approach and method I used to map the tower, as well as how to properly organize and pack the uv's. NOTE* I have recently added an additional video showing the process I used to map the tower. Check it out below, If you need a little extra help with your mapping :)
To start the project off, we'll first create a proxy model in Max by blocking out the entire tower portion using primitive geometry. Once we have the correct sizes and placement, we'll start adding detail. To create an aged weathered look, we'll use simple poly modeling techniques, as well as Max's paint deformation tools. From there we'll move on and create the foundation blocks, tank, roof and pinnacle details.
Before we start texturing, we'll export our model into xNormal and bake out a quick Ambient Occlusion map. Then it's over to Photoshop to create high res Diffuse, Bump and Specular maps. I'll guide you through the creation of each map in detail and then we'll head back over to 3ds max to assemble the shader and create a final render.
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