Making Of 'The Vaults'
"The Vaults" is an extension of my Church Model. Unlike church which was created in Maya this is created in 3dsmax.
All the modeling is done using polygons & since I'm planning to use radiosity, models are lowres & are cleaner compared to the rest of my highres models.
The next step is to work on the first pass lighting. This makes the texture work a lot simpler. I'm using 3dsmax 5.0 built-in radiosity plugin. To achieve the effect of light through windows for radiosity calculation, I'm assigning a self-illumination materials to windows & the strong white light. I can use the photometric sun, but this way the results are much quicker & cleaner. To make the illumination work the base material should be Advanced Lighting Override & the sub material should have self illuminations properties. To simulate the shadows later in the rendering, I'm using a regular spot light (not the photometric one).
For texturing I usually use my digital camera or use a texture CD (which is more convenient). In this case I'm using the texture cd. Since these "3d total Texture" cds auto run feature use Windows Explorer, it makes it a lot easier to browse through the textures. I just make sure that I select the appropriate resolution for my texture. Using the highest possible resolution would not give you the best results all the time, specially if the texture is tiled a lot. So if its tile & I'm not getting a close-up of the texture I would use the low-res version.
Below are the textures & the material network I'm using:
The detail of one of the material network of wall is shown below:
After the texture pass & adding all the layers to the materials, I went back to final lighting pass. Once its done I increased the resolution of the rendering & the shadow map & rendered & saved the final image.