And
again, I used the unbelivable texturecollection
from 3DTOTAL.
From the very original 'rusted metal
section' I pick one image, and a bump
map. Everything is "under your
cursor". One click and you'v got,
all textures you need.
In Photoshop I composed my metal texture
with some dirt masks,
and my own image. I create a logo for
an imaginary company. ("For The
Birds") (hmmm???)
Using diferent layers and specialy the
'eraser' tool... I made this:
S
E E D S
Standard
'Phong' shader plus a 'Noise' map
with very small value as the bumpmap.
S
P I D E R W
E B
After
applying a proper 'UVW Mapping'
to the obiects I opend Photoshop.
In Photoshop
I created an image using the standard
'Line Tool'. I simply painted
a spider web and convert my image
from RGB colours into Grayscale.
Also I used the 'Brightness/Contrast'
tool to increase a little contrast.
Then I saved my first image (black
color lines on white background).
All I needed was an 'opacity'
map. So, I inverted the colours
(Ctrl-I)
and saved again as my new opacitymap-image
(white coloured lines
on black background).
M
E T A L E L E M E N T S
Nothing
new - all the same.
All those metal elements (metal wire,
screws, hook, etc.) are very small
objects, so I've just resize the 'metal
textures' from the CDs.
T
R E E S H A D O W
Once
again I used "TOTAL TEXTURES
CDs", this time I picked a 'shadow
map' texture. Created a standard 'phong'
shader, as diffusemap I used my 'shadow
map'. I changed the 'Cropping/Placement'
like on the picture, and used a low
value of 'Blur', because I needed
my bitmap to be as sharp as possible.
W
I N D O W F R A M E
Nothing
special. Simple texture of wood with
a coat of white paint...
Also, I used 'bump map' as 'bitmap'.
I increased the tiling a little and
moved the mapping plane (enter in Sub-Editing
in 'UVW-Mapping' - 'mapping-plane'=GIZMO)
just to achive a good looking "dirt
and scratch"-placement.
W
I N D O W P A N E
...I think that you will find the
most important information in this
picture: