• All textures were taken from the
3DTotal Textures V07:R2 – Sci-fi Textures DVD
•
Slot 4: desaturate the texture map slightly. You can do this by using a node in the 3D application or any image editing application like Photoshop. This slot also has a mask applied to it. The reason being that I only wanted the pattern from slot 4 to show in certain areas.
I used the bump map associated with the texture map used in slot 3 "Floor_10b”. It was clamped heavily to create a strong black and white area presence (Fig.14).
Reflection Map
For the Reflection map, I copied the same logic, just replacing the texture files with their specular/reflection counterparts with a few changes:

Reflection Map
Bump Map
For the Bump map, I repeated the same by replacing the texture files with their bump counterparts.

Bump Map
Dirt Shader
Creating the dirt shader is faster and simpler compared to the relative_clean. Since this only shows up in contact areas, its presence is low in the overall image. A few important things to note are:
• The material should show larger signs of wear and tear (entropy). If your relative_clean is made like a metal, then this one should show signs of scratching, rust, etc.
• It should feel consistent with the rest.
You can use the layered texture method (or the composite map) or instead you can also make this one in Photoshop.

Dirt Shader
• Metal02 was taken from the
3DTotal Textures V02:R2 – Aged and Stressed DVD
• Tile04light03 was taken from the
3DTotal Textures V05:R2 – Dirt and Graffiti DVD
For the Reflection and Bump maps, just replace the texture files with their reflection/bump counterparts.
Shader 2 > Relative Clean

Shader 2 > Relative Clean
• All textures were taken from the
3DTotal Textures V07:R2 – Sci-fi Textures DVD
•
Slot 3: Desaturate the texture map.
•
Slot 4: Desaturate the texture map slightly.