Texturing Studio Project, Part 2

When I modeled my studio project scene, I wasn’t always thinking about the use of those modeled objects for my final render. I ended up with quite a few objects that needed to be split so that they could be textured properly. The houses and sheds were some of these – these are really just a background in my project, not important to my actual design. Nevertheless, I found I had to split the buildings from their roofs in order to apply any sort of convincing texture to them. Thankfully, this didn’t take long at all, and once I had textured one, I was able to match the texture for the others, since they are all exact duplicates of each other.

 

modeling for render 01

I ended up texturing my entire scene in Rhino, then rendering out for editing in photoshop. Rhino’s version of clownpass, material ID, ended up being invaluable for this step.  Here is what the scene looks like as a screenshot, and then actually rendered:

texturing-for-render

undoctored-render

 

 

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