Exactly
the same technique was used on the
walls. I used a brick colour map as
the basis, then I layered a plaster
& stone map over the top and used
another alpha map to blend them together.
In the bump channel I only used the
brick bump map this time, ie no other
layers. This helps give the feeling
that the dirt is on the surface of
the bricks.
Again,
planar uv mapping was used on a "per-surface"
basis. Thus, whenever the wall turned
a corner, the new surface has a new
map applied. This makes setting the
texture scale much easier.
One
important point to note is that the
brick maps must be scaled to make
the bricks look a reasonable size.
Also, the bricks must be positioned
sensibly at corners and at the top
& bottom of the walls. Note also
how the tiles of the floor are aligned
so they meet the wall at a logical
point in their pattern. This is achieved
by tweaking the u and v repeats. Take
your time over this part - by careful
positioning of these textures, certain
features within them can be hidden
or brought out.
The
shutters are painted with a stone
texture! This may seem a bit odd but
another thing to bear in mind is that
you can often fake convincing surfaces
by using unlikely textures. Again,
another layer is added and blended
using a third texture as an alpha
map. This time, cubic uv mapping was
used because the shutters are visible
"in the round" meaning that
more attention had to be paid to making
the textures consistent over the whole
object. To add further interest to
the shutters, the same stone texture
that was used in the colour channel
was also loaded into the glossiness
(roughness) channel. This makes the
darker areas of the surface less glossy
as if they were exposed wood whilst
the lighter areas are more glossy,
like peeling paint. The overall effect
makes the shutters look nicely weather-worn.
This technique was also used on the
floor to make the dirty or damaged
areas dull and the tiles shinier.
Moving
on to the radiator, here only one
texture map was used - a rusty metal.
It is present in the colour, bump,
specularity and glossiness channels.
This particular map is so good it
needs no help from others! Careful
adjustment of the cubic u & v
scale and the position of the texture
on the model allowed a single stripe
of surviving paint to be visible on
one of the fins of the radiator.
Finally,
the tree is a simple plane with a
tree silhouette map in the transparency
channel.
I hope this tutorial has been helpful
in illustrating how complex texturing
effects can be achieved by combining
texture maps. All the textures I used
in this scene were taken from the
excellent Total Textures CDs.
Cheers,
Phil
Emery
This image was created using
a few of the hundreds of textures
from the Total Texture CDs - very
comprehensive texture collections
priced with the hobbyist in mind.
To see more examples, download free
samples and read full details follow
this link