As you can see from the image, the original dirt texture was white, so I changed its color to make it stand out and look liked dried sludge (Fig.14).
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Fig. 14
After preparing the textures, I generally prefer to begin texturing from the front part of the model. Therefore the first object I textured in this case was the bonnet of the vehicle. I wanted to add bullet marks on the bonnet, as well as dirt so that it appeared as if it had just came from an armed fight. So I obtained a bullet hole texture from
3DTotal Textures V19 – Destroyed & Damaged DVD ("shell_15") and then I took the alpha channel of this texture, extracted the picture and placed it on the texture I was going to use on the bonnet (Fig.15 – 16).
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Fig. 15
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Fig. 16
And at the end of this process, I added the texture to my bonnet. You can see the render below (Fig.17).
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Fig. 17
Later, it was necessary for me to reevaluate the amount of dirt and slush each part of the vehicle got due to location and proximity to the ground, and I've chosen a lower part – the mudguard – as a second example (Fig.18).
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Fig. 18
As above, the first texture I used for the mudguard was "camouflage01”. This time, I used a different dirt texture – "Dirt 06a" from the
3DTotal Textures V08:R2 – Vehicles DVD (Fig.19).
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Fig. 19
As in the texturing of bonnet, I used this texture to obtain the dirt. You can see the texture and the part render in Fig.20 – 21.
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Fig. 20
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Fig. 21