Hey, I've got a few points in my workflow that i'd like to discuss. Ones im having trouble with.
Heres an example of
#1
thats an excerpt from a tutorial i made. Its a sort of dirtmap to be overlaid on top of a texture of tiles.
Because the tiles are seperate, I had to displace the dirt texture for each tile seperately, so they would look seperate instead of just one seamless dirt patch on all the tiles.
How would you guys do this? I just ended up doing it manually by creating the dirt texture on the left first, and then displacing each tile by hand to get the franctured look on the right. Theres got to be a faster way to do that.
Another thing which is quite similar is does anyone have any good methods for generating random colors for random areas? like if im creating a texture for brick wall, all the bricks should be at slightly different angles so the light reflects properly off them giving that fractional effect. Does anyone have any good methods for generating the different normal colors for each brick?
Replies
If you create a image of your tiles with different grey colours for each tile you can use the displace filter to offset these tiles based off grey map.
or you could just model this stuff in 3dsmax and offset the UVs
if they're boxes you could create a random texture using render clouds and then run pixelate> mosaic on it.
what about if they're of irregular shape?
there are multiple ways to do this depending on how you created the shapes in the first place
2. adjust to your liking
3. search material editor for render procedural map to file
4. that's it