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Layering Total Textures

By Phil Emery
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Date Added: 30th December 2010
Software used:
LightWave
1436_tid_philemery1.jpg
This is a relatively simple image to create.

The objects are mostly basic shapes with small modifications. Much of the effect comes from using layered textures - a technique used extensively in this scene.

All the textures in this scene can be found in the Total Textures collection.

1436_tid_philemery2.jpg
We'll start with the floor. The basis is a nice map of some terra cotta tiles which have been applied using planar uv mapping on the Y-axis. A greyscale of the same image is used in the bump channel. This looks OK but repeats are clearly visible - particularly a line of yellowish tiles running from top left to bottom right.

1436_tid_philemery3.jpg
To hide the repeats and add another layer of grime to the floor, I added another texture map (and corresponding bump map). This is pockmarked concrete. To allow the tiles to show through from underneath, I used yet another texture as an alpha map - the tiles show through in proportion to how dark the alpha map is at any given point.

1436_tid_philemery4.jpg
Using the solid modelling mode of your 3D package, you can set the u & v scale and position of your grime map to get the effect you're looking for. Remember that the concrete texture will show up where the grime map is lighter. Here, I have set the grime map so that plenty of dirt shows up where the walls meet the floor.

1436_tid_philemery5.jpg
The corresponding concrete bump map and the same grime alpha map were used on the bump channel to add the extra pockmarks. Note that for more complexity and interest, I used the alpha map at a different scale in the bump channel with the result that some of the pockmarks appear outside the dirty areas (you could even use a different bump map too). The colour map does not always have to match the bump map!

Proceed to page two, to learn more about texturing the rest of this scene




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