| On
the left you can see the front view with all textures blended over. They are good,
but even though I have burned the textures here and there, they still lack this
special "je-ne-sais-quoi". And this is where TotalTextures' Dirt Maps
kick in! One
of the things that often unmask a picture as being rendered is the fact that they
are too clean. No more. If you allready have a texture for, let's say, a wall,
but you feel that it is too tidy to be real, chose a second texture and a Dirt
Map. Now, in your favourite 3D-Package you can use the Dirt Map as an Alpha-Mask.
The 3D-Package will show your primary texture, where the Dirt Map is white and
the secondary texture, where the Dirt Map is black. I
chose a slightly different method for this scene, though. I picked two of the
various Dirt Maps from TotalTextures and blended them over the texure maps. This
is a more faint way of "messing up" your tidy textures, but it works
just as well. To
do that I opened the Dirt Maps, I had previously picked and copied them into own
layers. One layer for each of the two maps. I arranged the layers so that the
dirt maps sit above their respective texture maps (down_dirt above down_brick_wall,
up_dirt above up_wall - see image on the left for details).
Over the upper wall's concrete texture I blended a subdued speckle. The layer
settings were 100% and the mode was Multiply. The lower wall's brick texture
was partially covered up by a somewhat stronger dirt map. The layer's Opacity
was 85% and color burn the mode. On
top of all of these maps I placed another texture representing the door in the
upper right of the final image. I applied Drop Shadow and Bevel and
Emboss effects to it. Take a look at the final image - doesn't the door look
as if it was modelled? Well, it wasn't. :)
|