The Walls material (Apartment-Walls.jpg) is an aged concrete. For this I used much of the same techniques already described, however this one has a custom generated map. To generate this, I rendered a straight on view of the entire building wall and brought that into PhotoShop. Then using several of the Dirtmask maps from vol 2, I placed grime streaks around logical areas. This map is then used as a mask to blend more geometry specific grunge and grime into the material
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The Wires material (Apartment-Wires.jpg) is a very simple material consisting of a broken up Specualar Color and Reflection map.
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For the background building, much of the materials did not need to be as in depth as those in the foreground. The Factory Columns material (Factory-Columns.jpg) is again, a typical metal. It uses the Multi-Layer shader type with a Diffuse Level of 75. There are a number of maps Mixed together to get the Diffuse color and bump variations of that is used for the Bump, Specular Color and Glossiness (inverted as before). This material however makes use of a blurred reflection. This is done by simply blurring the bitmaps used in the reflection map. If this material was to be a lot closer, a Glossy Reflection mat/map would be used and this blurred Mix map placed in its Environment Slot. However there is no need of that at such a distance and it would only add render time.
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The Factory Roof (Factory-Roof.jpg) is again a very simple material consisting only of a cracked concrete diffuse map with its bump counterpart.
For the Satellite Dish (only the dish portion…the base and mount are using materials form the factory building) set atop the factory building, a more complex material is needed to give better interaction with the light. This is a very good example of an aged metal material. It is using the Multi-Layer shader type with a Diffuse Level of 30. Also, both Specular Layers are used, the First Specular Layer is for a broad duller hit and the Second Specular Layer is for a sharper Anisotropic hit. Both are broken up with maps in the Specular Color slots. The Diffuse map is using the procedural Edge Mask for its Weathering Mask.
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The Factory Walls (Factory-Walls.jpg) is another example of how simple a material can be at a distance. Due to the distance, the Fog, the fact that it is viewed only straight on and that it is completely in shadow, I only set the Diffuse Color. I used a high contrast map to allow more detail at that distance and under those conditions.
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For the Satellite Dish (only the dish portion…the base and mount are using materials form the factory building) set atop the factory building, a more complex material is needed to give better interaction with the light. This is a very good example of an aged metal material. It is using the Multi-Layer shader type with a Diffuse Level of 30. Also, both Specular Layers are used, the First Specular Layer is for a broad duller hit and the Second Specular Layer is for a sharper Anisotropic hit. Both are broken up with maps in the Specular Color slots. The Diffuse map is using the procedural Edge Mask for its Weathering Mask.
This image was created using a few of the hundreds of textures from the Total Texture CDs - very comprehensive texture collections priced with the hobbyist in mind. To see more examples, download free
samples and read full details follow this link