Making of Breeding Chamber
by Raul Fabian, Romania

Lighting

About the lightning, it is obtained with VRay Global Illumination in first place. I have also used 2 VRay lights with 10-12 Multiplier, white color and very big sizes on the UV directions. The 2 lights are placed one on the left side of the ruins and one on the right side. The light on the right is a little bit stronger then the one on the left.



The third light on the right is a directional light



The lights setup you can find above.


Texturing


About the textures, I found them in some tutorial on the web. The bad part was that they were not hires, so I modified their size in Photoshop. The point is I haven’t used high quality textures. Anyway all the materials are VRay materials with maps in diffuse and bump slots. For the eggs in the diffuse slot I placed a mask between a fractal noise and a dirt map. To the egg I have applied UVW Mapping modifier and checked spherical.


Same for the floor, a mix between a dirt map and a congray map(can be found somewhere in max) and UVW Mapping with planar checked .For the pipes on the sides and the wires hanging around I have used black color in the diffuse slot and tiles in the bump slot, and no UVW Mapping. I also lowered the reflection glossiness and in the reflection slot I put a dark gray color.


For the wall pieces I gave a different material ID to some groups of polygons after that I have used Mesh Select modifier a couple of times and UVW Mapping for each ID. In most of the cases I used Box UVW Mapping. Then I have created a Multisubobject material containing a VRay material for each Material ID. Again just diffuse and bump slots active. One last thing all the bump values for the wall pieces are high 150-250 units.



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