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Adding detail to the diffuse texture: Sills and arches

From: Creating Urban Game Environments in 3ds Max

Video: Adding detail to the diffuse texture: Sills and arches

As part of forming a textured sheet for a modular building we need to add detail in. Often in a building like this we see details like sills, brick arches, corbels, and other pieces. For this I am going to choose to make a design variation. I am going to put a flat arch or a jack arch over these windows so I get a difference in brick direction. Right now these windows probably have a concealed piece of steel holding up the brick right there. To start, I'll go over to 3ds Max and in the UV Editor render the UVW template to bring into Photoshop.

Adding detail to the diffuse texture: Sills and arches

As part of forming a textured sheet for a modular building we need to add detail in. Often in a building like this we see details like sills, brick arches, corbels, and other pieces. For this I am going to choose to make a design variation. I am going to put a flat arch or a jack arch over these windows so I get a difference in brick direction. Right now these windows probably have a concealed piece of steel holding up the brick right there. To start, I'll go over to 3ds Max and in the UV Editor render the UVW template to bring into Photoshop.

Here in 3ds Max I have my polygons in the UV Editor, shown cleanly by turning off the texture. What I'll do is choose Tools > Render UVW Template. I'll set my Width and my Texture size 1024 square and hit Render. This produces these UVs. Notice it looks like some are missing. It's really a question of being zoomed out to 50%, noted by the 1:2 up here. I'll save this image and then go bring it up in Photoshop for use. I'll call this wall template. What I typically do is name things template so I can find them and note that any file with template in the name is a temporary file that can be deleted later.

I'll also save this out as a Targa to avoid introducing any lossy compression such as JPEG. Back in Photoshop I'll open that document and copy and paste it onto my existing texture sheet. Now I've got my template open. I'll select all by pressing Ctrl+A, Ctrl+C for Copy, or Ctrl+X for cut. It doesn't really matter at this stage. Go over to my texture sheet I had previously and paste this over. Typically, what I'll do is invert the colors by pressing Ctrl+I and set the blending mode of this layer to Multiply.

That way, areas multiplied by white are essentially invisible and I can see the color cleanly underneath. It may be helpful also to desaturate this layer. I'll hit Ctrl+Shift+U to desaturate and possibly bump up the Brightness and Contrast. Now I can see my mesh lines cleanly. I'll also make sure to lock this layer so I don't ask accidentally grab it and move it. I'm ready to do my brick arch up above the windows. I'll go to the background layer of my texture sheet or my brick wherever it happens to be and using my marquee at a normal style, select a large piece of brick, roughly as tall as the windows are wide and at least two bricks tall to give me the right size on the arch.

With this brick selected I'll copy and paste it onto a new layer. I'll take this new layer and under Transform I'll rotate it 90 degrees. This avoids introducing any odd distortion and makes sure I get an exact rotation. Then I'll move this layer up on top of windows. Zoom in and see if it needs any cropping. It may be helpful to turn off the background at this stage to see clearer. What I am going to do is line up this layer over the windows, making sure that the brick sits evenly on top of the UVs, and then use my Marquee if I need to erase a little bit.

A little overlap right here doesn't bother me. We'll eliminate that as part of the scaling. Now I'll use the Transform tools to squish this in and make wedge-shaped bricks. Under Edit I'll choose Transform > Distort. I'll grab the left top node, hold Shift, and pull this brick out. I'll do the same on the right side. Then I may need to grab the center node on the right and just pull these bricks in a little bit.

When I'm done I'll hit Enter to accept the transformation. Now I have an arch almost over the windows. The one less thing is to make sure it comes across correctly and has mortar joints all the way at the top and bottom. I'll use my marquee, selecting a small region or using a Paint Brush and adding a white mortar joint just on top of the bricks here, because it needs a transition element, getting the size as close as I can and using the arrow keys to nudge it over if needed. I'll eyedropper my mortar color and fill this probably on a new layer so I can find it and move it cleanly if I need.

Now I have a brick arch over the windows, ready to save out as part of my texture sheet and I add additional detail to this building. I also use this technique on sills. I use it on soldier courses, turning a roll of brick to go at a floor line, and to add detail to an otherwise blank wall.

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This video is part of

Image for Creating Urban Game Environments in 3ds Max
Creating Urban Game Environments in 3ds Max

78 video lessons · 6132 viewers

Adam Crespi
Author

 
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  1. 4m 47s
    1. Welcome
      55s
    2. Understanding the design process
      47s
    3. What you should know before watching this course
      14s
    4. Software requirements
      47s
    5. Using the exercise files
      2m 4s
  2. 14m 36s
    1. Identifying key contours and shadows in concept art
      1m 59s
    2. Analyzing concept art for texture
      2m 28s
    3. Choosing between modeling and texturing
      1m 43s
    4. Understanding the limitations of normal maps
      2m 26s
    5. Analyzing concept art for key shadow details
      3m 10s
    6. Identifying shadow details as generated or painted
      2m 50s
  3. 44m 57s
    1. Planning the visible overlaid history in a city
      3m 6s
    2. Planning a "wedding cake" building: Base, middle, and top
      2m 50s
    3. Planning a modern building: Base and shaft
      3m 1s
    4. Designing the zoning: Planning the visible uses of buildings
      6m 43s
    5. Laying out city blocks
      2m 36s
    6. Planning modular textures and geometry: Streets and sidewalks
      4m 1s
    7. Texturing intersections
      3m 13s
    8. Modeling modular curbs, gutters, and ramps
      5m 7s
    9. Modeling modular street elements
      3m 14s
    10. Modeling corners with ramps
      5m 56s
    11. Unwrapping sidewalk elements
      5m 10s
  4. 38m 9s
    1. Laying out rectangles and planning how to clone geometry and texture
      4m 59s
    2. Using layers to organize construction elements and actual models
      3m 51s
    3. Extruding edges to form major shadow lines
      5m 17s
    4. Testing the module for correct floor-to-floor heights
      1m 41s
    5. Trimming down the module and cloning
      4m 10s
    6. Stretching the vertical elements to minimize geometry
      7m 10s
    7. Unwrapping the elements for correct proportion
      7m 48s
    8. Laying out a texture sheet for a façade
      3m 13s
  5. 39m 50s
    1. Making brick texture
      6m 23s
    2. Adding detail to the diffuse texture: Sills and arches
      4m 24s
    3. Adding stone accents
      7m 47s
    4. Layering color in window frames and doorways
      8m 39s
    5. Copying diffuse layers for normal map foundations
      2m 7s
    6. Desaturating the diffuse map copies and prepping for normal maps
      3m 42s
    7. Converting bump maps to normal maps using nDO
      6m 48s
  6. 1h 2m
    1. Analyzing the necessary silhouette and geometry
      5m 24s
    2. Examining existing buildings in different lighting conditions
      3m 8s
    3. Planning cornice elements
      3m 32s
    4. Extruding cornice elements from polygon edges
      9m 12s
    5. Assigning smoothing groups for optimal shading
      4m 31s
    6. Unwrapping cornices for lighting
      8m 43s
    7. Modeling sloped roofs
      7m 16s
    8. Adding fascias and soffits
      5m 21s
    9. Adding fascias and soffits for gable ends
      7m 31s
    10. Texture sheets for roofs
      8m 1s
  7. 13m 55s
    1. Arranging, aligning, and cloning modular elements
      3m 26s
    2. Setting pivot points for buildings
      5m 48s
    3. Reusing elements: Exploring possibilities in modular building design
      4m 41s
  8. 40m 3s
    1. Creating a texture library
      36s
    2. Creating rusty corrugated metal texture
      7m 53s
    3. Creating stone texture
      4m 42s
    4. Creating wood texture
      9m 50s
    5. Creating rough brick texture
      7m 44s
    6. Creating roads
      9m 18s
  9. 38m 44s
    1. Using the Walkthrough Assistant to assess texture needs
      4m 46s
    2. Drawing detail at the right size
      3m 30s
    3. Understanding tiling and non-tiling textures
      2m 57s
    4. Deciding when to use tiling and non-tiling textures
      3m 2s
    5. Using multiple mapping coordinates
      4m 3s
    6. Using multiple unwrap modifiers
      6m 47s
    7. Unwrapping objects a second time: Planning an unwrap for a light map
      7m 46s
    8. Unwrapping a building façade using overlapping texture elements
      5m 53s
  10. 30m 25s
    1. Understanding ambient occlusion
      1m 50s
    2. Assessing the quality of occlusion as a cinematic mood
      2m 48s
    3. Overview of the Ambient Occlusion shader
      5m 9s
    4. Baking maps using the Render To Texture dialog
      3m 15s
    5. Using occlusion as a foundation for dirt
      5m 28s
    6. Using occlusion from detailed models for texture
      5m 54s
    7. Baking lighting
      6m 1s
  11. 25m 18s
    1. Preparing for Unity as a world builder
      2m 26s
    2. Importing into Unity and recognizing limitations
      4m 12s
    3. Importing elements with detailed materials
      5m 59s
    4. Setting optimal texture sizes and resizing in Unity
      3m 12s
    5. Setting up a naming convention and scene management
      7m 40s
    6. Renaming tools in 3ds Max
      1m 49s
  12. 1m 21s
    1. What's next
      1m 21s

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