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Next
thing to do is to go back to the paint layer,
(make sure you select the layer & not
the mask.) & add a lighting effects filter.
Feel free to experiment with different light
types, colours & combinations until
you are happy. Just remember that sometimes
less is more. Remember to drop the menu down
where it says texture channel & choose
Alpha 1. You should also have ' white is high'
checked.
Here's the settings I used.
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Now
go to edit/fade lighting effects, (or press
shift-ctrl-f) & reduce the opacity to
about 50%. Leave the blending mode as normal.
I had it on darken for a while, but it lost
some of the definition due to highlights.
I found the other modes changed the hue or
contrast too much. Again, experiment to your
own taste.
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Now
select the mask & with a fairly small
soft brush, (17) on about 10% opacity, paint
around the edges of the dents and also in
the middle of them a little. Use the blur
& smudge tools if you go overboard.
What you're doing is making it look like
the paint has got scratched off & worn
where the dent is. Now with a very small
brushon about 50% opacity, build up some
scratches around the dented areas. Also
add some faint random scratches elsewhere
on the texture too. Another trick here if
you find you've gone scratch crazy is to
duplicate the paint layer. I kept it on
normal blending mode at 100% opacity, but
as always play around to see if you like
anything else.
This
is where having a pressure sensitive tablet
pays dividends. Using the same brush &
settings, but different amounts of pressure,
you can add lighter or deeper scratches.
Lots of little scratches close together
make nice scuff marks too.
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Now
to add some chips and cracks in the paint.
Obviously there are any number of ways to
do this, but this is my method. Its important
that you read this bit carefully first before
you do it. If you are unsure, copy the 2
paint layers & hide the originals ny
clicking on the eye next to the thumbnails
in the layers tab. Now work on the copies.
If all goes well, delete the originals.
If not, delete the copies & start over.
Open
up a decent grunge map & drag it into
your texture as a new layer. Use free transform
to resize it to fit if necessary. Now, using
the magic wand with a fairly low tolerance,
(I used 5) select a part of the texture
according to brightness. Usually I go for
whichever has less, black or white. Don't
worry about shades of grey so much, just
pick the lightest or darkest colour you
can see. Now go to select/similar. You should
have all of the black or white area on the
grunge layer selected. Now hide the grunge
map layer. Without altering the selection,
click on the lower paint layer's mask. Using
a large brush on about 50% opacity, paint
over the selection (basically the whole
texture,) with black. If you've done this
right, you should see areas of the metal
showing through. The black simply adds to
the masked area of the paint layer, allowing
the layer(s) below to show. Now repeat the
process on the second paint layer's mask
with a different grunge map. If you only
have one, then use transform under the edit
menu to flip the layer. Vertically, horizontally
or both - it's up to you. You could also
add rotation or whatever you like, just
make sure you get a variation on the original.
Now I used the same selection again on the
lower paint layer's mask again, without
flipping or anything, just to make those
spots really show through on both layers.
If all went well, you should have something
like this:
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Of
course you may need bigger chips or finer
detail - just size your grunge maps accordingly
using the free transform tool. You don't
even have to use the whole map. Size it
up so you can only see a small part or add
& subtract to & from the selection.
You get the idea. Once you are happy you
can delete the grunge layers if you want,
as you won't be using them anyway. You can
also add to the masks by using a speckled
brush. I added a drop shadow effect to the
top paint layer at about 20% opacity.
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Lastly
we'll add some rust. This could also be mud,
sand (used in conjunction with the noise filter)
or blood spots - whatever. When thinking about
rust in particular, remember that rust is
generally caused by water damage. This means
that usually where you find rust, you will
also find rusty streaks down the object where
the water has gone. Rust also attacks exposed
areas, so it is more likely to occur on scratches
& dents etc, than areas where the paint
is still intact. Create a new layer &
set the foreground colour to 100,50,20. Now
paint in areas of rust colour on the new layer,
keeping opacity low.Just go for broad strokes
at the moment. I used the smudge tool to create
streaks& then added a Guassian blur, 5
pixel radius. I then used the dodge &
burn tools on 10% exposure to highlight &
shadow certain areas. Next I duplicated the
rust layer and painted in some sharper streaks
using a 17 brush, also using the smudge &
blur tools sparingly where I thought it was
necessary. Normally I would spend a little
longer on making the rust streaks look better,
but it's very late, I'm tired & you get
the idea. Anyway, the top rust layer was set
to hard light at 80% opacity & the bottom
one was set to darken at 35%. Obviously you'll
want to play with these values to suit your
needs.
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by changing the blending modes on the rust layers,
you can achieve different effects. Multiply
gives you mud, screen is sand & colour burn
gives you oil. I'd usually add some noise or
other effects to these, like plastic wrap to
the oil & maybe mud to give specular highlights.
(Actually I just tried this & it didn't
work, but you could paint then in by hand using
a soft brush & white. As before, broad strokes
with some blur & then add tighter highlights
on top.) I did add some noise to the sand layers
though, making sure to ctrl click the layer
to select only the painted areas. |
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