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Creating Edge-distress?

I have a question about creating Edge-distress.

rocksImg-01.jpg

Okay so in this example you would just create a tilable texture for the majority of the rock wall, then would you have to make separate textures for all the rocks that are not flat 2d objects? Or would you somehow reuse the tilable texture and map the 3d rocks to it?

rocksImg-02.jpg

the picture is from here http://the-witness.net/news/2013/09/on-the-rocks/

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  • bac9-flcl
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    bac9-flcl polycounter lvl 10
    Those can either be generated automatically (for example, by using ambient occlusion baking with negative threshold in Mudbox or xNormal) or by hand (easier in an application like Mudbox where you can paint right over the mesh in 3d, but if your UV layout is simple or you know your way around it well enough, then just add a faint overlay with the wireframe into your diffuse file in Photoshop and paint the wear as you see fit over the proper edges).

    Remember that unless you're making something like a painted metal that's changing color on worn edges, most of the wear contribution should happen on the specular (or roughness) map and not on diffuse.

    Separate the polish (rise of specularity), direct damage (cracks and scratches, cavity map, decrease in specularity and change of normals there) and material layering/compression (plastics getting white and desaturated on exposed edges, painted wood exposing layers of old paint, old rock getting brighter on damaged edges).
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