2. In the case of the wall on the right I placed a texture of old plaster underneath the wall layer and then using one of the dirt maps as a mask deleted a section of the wall to reveal the plaster underneath (bottom left in Fig.27). By combining a couple of dirt maps I then custom made a layer of grime to go over the wall and tiles and under the vent (bottom right). With these put together we see a very different wall texture to our original (top of the image)..
fig.27
3. On the opposite side of the corridor I tried to convey a sense that the walls had been penetrated by extensive damp and that the plaster had deteriorated. For this I combined textures from V6 (Clean Textures), V5 and V2 (Aged and stressed). In Fig.28 you can see the final wall in the top left. Directly below is the dirt mask I used to reveal the plaster layer and on the right of the image is a photo of plaster from the V2 collection that I have used to generate the damp layer across the wall indicated by the arrow. You will notice that I deleted the darker areas and when it is set to an Overlay blending mode it appears lighter on the wall in the final texture above. The floor, concrete pillars and back wall were done in exactly the same way using multiple dirt maps from V5 to add ageing. I used a different plaster texture from V2 on the back wall and for the door I selected a dirt map extracted from a photo of peeling paint from wooden panels which was perfect. The final scene can be seen in Fig.29.
fig.28
3DTotal
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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