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Making the Dirt Blend
Map
Why
would we want to add dirt to our 3d
objects? Adding dirt to an object is
very important like all the other individual
map types. In real life no object is
perfectly clean, objects collects dirt
one way or the other, softer stable
objects such as a mirror or car paint
would collect less dirt than an unstable
rougher surface such as a tree bark,
concrete, or clothes simply because
dirt would slide off more from a stable
surface and a rougher unstable surface
would have very small bumps and holes
hat the dirt could stay in. The pattern
that the dirt has also depends on the
surface is wet or dry, like a shiny
new car paint or a mirror would not
collect much dirt if dry simply because
the dirt would not stick to it much,
most of it would slide of but once the
car or the mirror is wet the dirt would
stick to it and form a different pattern
than the dirt collected by a rougher
unstable surface, why do you think the
dirt of a mirror mostly forms the shapes
of water droplets?.
What
is a dirt blend map? The dirt bend map
is a mask map for a blend type material
in 3d max, max uses the information
in this map to blend two individual
materials together, the white areas
represent one material and the black
areas represent the other and the in
between colors represent the amount
that one material is blended with the
other. I personally like painting the
dirt using dark color tones, therefore
the white color tones will have more
of the material with our leaf maps applied
and the darker colors will have a dirt
shader that were going to make in a
later section of the tutorial.
First
of all before we start making the dirt
map, we need to decide what would be
the best approach for the given object.
The key to determining the amount of
dirt to add to a material is to analyze
the bump map, the bump base layer has
a subtle noise pattern applied to it
therefore it means that it would collect
dirt but only at a subtle amount but
on the other hand the leaf object has
scratches and is damaged in a few areas,
the brown damaged areas are a little
more unstable means it would collect
a little more dirt, and also some of
the dirt would stick on some of the
scratches but our leaf has seen some
rain in the past days so therefore the
most noticeable dirt will have the shape
of water droplets and were also going
to add dirt to the wet fingerprints
in the specular map.
To
start of create a new set and name it
dirt map, create a new layer inside
the dirt set and name it dirt level,
now change the foreground color to a
value of RGB:225 and the background
color to RGB:190, control click on the
specular level layer to make a selection
of the leaves, go back to the dirt level
layer and apply a cloud filter.
This
time were going to be copying layers
from our specular set since the colors
in the specular map are close to the
colors we want for our dirt map, were
going to take some of the layers going
from bottom to top, first off duplicate
the pattern detail specular layer and
move it to the dirt set, rename it to
pattern detail dirt, open the hue/saturation
and change the lightness to 30, now
what we want to do is just erase a few
areas therefore not all the pattern
would have dirt, I personally like to
use a fingerprint brush as an eraser,
that way it would be as some one scrapped
off some of the dirt but if you want
you could use a regular brush with some
scattering, set the opacity to 50, just
erase some of the areas the goal is
to make the dirt look more randomly
placed.
Make
a duplicate of the brown damage specular
layer and move it to the dirt set, rename
it to brown damage dirt, change the
lightness level to 45 and erase a few
areas as well.
Do
the same for the leaf pattern specular
layer, the colors are ok already we
just need to erase some of its areas
here as well, completely erase at least
about 50 percent of the pattern for
this one.
Do
the same for the center root specular
layer, since this area is bumped down
than more dirt will be collected by
those areas unlike the leaf pattern
and pattern detail layer. Therefore
leave the colors for this layer as they
currently are, erase random areas for
this one as well.
Duplicate
the fingerprints wet layer and move
it to the dirt set, rename the layer
to dirty fingerprints, open the hue/saturation,
give the lightness an amount of -50,
now just erase a little bit from each
fingerprint.
Duplicate
the scratches specular layer, move it
to the dirt set and rename it to scratches
dirt, the color tones are fine as they
are, like all the other duplicated dirt
layers, erase some of the areas to make
it less uniform. On the left is a screen
of the current state of the dirt map.
Now
create a new layer above the rest in
the dirt set, name this layer "center
dirt", because of the shape of
the leaf witch has a little bit of a
"v" the leaf would be collecting
more dirt on the top side in the center
vain and also because of the thickness
of the center vain could make it more
probable for dirt to stay on its sides,
and we some dirt on the bottom vain
as well but at a lesser amount, take
note that the leaf on the right is the
top side in the 3d model and the one
in the left is the bottom side of the
3d model, so well be adding more dirt
to the leaf on the right than the one
on the left, for this were going to
need a reference so move the wire reference
layer on top of the dirt set, change
the foreground color to an RGB:100,
give the brush a size of 10, opacity
to 25, flow to 50, in the brushes tab
use a scatter amount of about 300 and
pick dual brush number 60, decrease
the spacing in the dual brush parameters
if necessary. Using the reference start
painting on the sides of the center
vain of the leaf in the right try not
to paint on the center root as much
as you can, after you finished painting
on the right change the foreground color
to a value of RGB:130 and do the same
for the leaf on the left. After your
finished move the wire reference to
the bottom of the sets and hide it for
now. Use the following image as a reference
for painting the center dirt

For
the last dirt layer were going to make
dirt in the shapes of water droplets,
so create new layer and rename it to
"droplet dirt" place it above
the rest of the layers in the dirt set.
Change the color to pure black, brush
size to about 100, opacity to 75 percent,
flow to 20 percent, in the brushes tab
change the scattering to about 500 and
use dual brush number 20, witch already
look like the type of dirt water might
leave behind, now paint this dots all
throughout the leaf surface, increase
the brush sizes to make bigger droplets
as well. After your happy with droplet
amount use the smudge tool in order
to make some of the droplets appear
as if they left a path behind them as
well, for that you would have to have
to increase the strength to 90 percent
and make the brush size about the same
size as the droplets, just click and
drag beginning from the middle of a
droplet and pull it toward the direction
that the given droplet came from to
create the water path effect, after
you finished duplicate the droplet dirt
layer and merge it down to make the
droplets more pronounced, use the following
image as a reference for the droplets
and that finishes off the dirt map!.

Here's
a render with the added dirt map, now
you can see he essential difference
that dirt plays on our surfaces, this
added a whole new level of realism to
the leaf, and it also helped make the
specular reflections look more subtle
on dirtier areas therefore taking it
further away from the plastic look.

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