By Phil Baines
In the final
photo of my previous blog you can see the bottom of the columns rested on
concrete bases.
So my next
task was to model these, which was quite simple as they were tapered cylinders.
As they were painted black, similar to the bottom of the steel columns, I saw
no point in creating shadow baking for them, so having produced one, it was a
simple copy and paste operation to put in the other 95.
With the
supports and decking complete that left the abutments at each end. The East
abutment was a fairly simple structure set into the hillside
The West
abutment was virtually identical, but with wings added.
Fortunately,
Peter Walton's book provided a side elevation of the East abutment and I was
able to model the East abutment from that. Next I cloned the abutment, added
wings and I had the West version as well.
Two more
jobs to do and the finished article could be assembled.
Firstly, the
abutments were textured with a tiling material which is a quick way of
texturing large objects, but the results look too even and un-lifelike. The
addition of the shadow map gives some depth to the model, but on large items
like this I like to add a bit more. So, I open the shadow map in photoshop and
using greyscale colours with a selection of "grunge" brushes, I add
random splashes of weathering to the shadow map. Nothing too complex, at 30mph
the driver won't notice too much! Grunge brushes are readily available as free
downloads on the net and well worth getting.
Finally, I
look at all the objects I have created to assemble the bridge and, where
suitable, I select and clone any upwards facing polys. These are then combined
into a single object called snow. I
raise this object by a couple of mm to stop its polys z-fighting with the polys
they were cloned from, then apply my snow material. This is composed of two
textures, a default season texture and, using the _wi suffix, a winter texture.
The winter texture is, obviously, white snow, but, for the default season
texture, I use an invisible texture (just a copy of the invisible texture I use
in Viaduct building lofts), so nothing shows except in winter.
The Belah viaduct
was now ready for inclusion in the game and I hope you have enjoyed my
description of how it was achieved.
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