Thanks a lot! The "dirt" on the legs is supposed to be algae, as he is a fisherman disguised as a pirate, and to exagerate the fact that he spends all the time in the sea with a poor fisherman's life I wanted to make him dirty with greens, but I completelly forgot to make the shoes dirty too! and I will try to make it…
I was following a tutorial on Cgtuts and the artists advises to place dirt all over scratches all over and rust all over.But it doesn't make sense.This is what my mailbox model looks like as a result and it doesn't look like a mailbox which is in the reference photo. The reference mail box looks like paint on top of metal…
absolutely LOVE this. A little crit, I would have loved to see a pose with the underside of her foot showing, all dirty and callis-y. AMAZING work, and i LOVE the scar on the nose. But over all, a little too clean for the type of character she is. Dirt / blood smudges and what not could serve her well. Not a LOT of it…
I added quite a bit of brownish dirt, recolored some of what was there, and added bleaching and whatnot. I think the dirt looks deeper than it did, which is good. One problem I am having is the glass: areas which are dark on the spec sometimes light up anyways, and I'm not sure why. EDIT: I figured it out, and I've since…
I wonder what people use for that. I remember I had a nice looking pretty long stripe of lumpy dirt with tire tracks and dried streams by Reality Capture years ago but couldn't find it any more. When I try to filter search result by "bit depth" in Adobe Bridge it misses a half it seems. Same with Lightroom classic . Can't…
ha, ain't it interesting how different people find different pieces appealing/crappy? i swear i did get completely opposite opinions as well (concepts = meh, textures = cool). almost all of textures you posted have been made for usage in a section of the mod that takes place in dirty, rusty canals. so obviously they had to…
Hi, so i have a car model that is made of many objects and is procedurally textured. what i want to do is add a dirt layer coming from the bottom up as in the real world across all the various objects that make up the model. Any help on the best approach to this would be greatly appreciated. Many Thanks David
thanks so much for the explanations. I guess to justify that long ass texture map would be saying that i didn't want the dirty textures to repeat. The stone texture that is underneath all the cracks and dirt as well as the bottom portion all scale on the x axis like so I then used a grunge map and multiplied it onto the…
I do not use SD or DDO for this - after all, authoring a huge set of traditional per-object PBR maps isn't very nice performance wise. But one packed map is alright. So, as I've said, I only use UV2 for one texture on my side - for a packed map containing AO, cavity and curvature. I bake those out in xNormal. Using those…
Hey man, everyone else already gave good crits but, I would say for the textures really try to bring out some of the dirt a bit more. Your reference board showed a couple cool images in the jungle, and you can see the variation in the tone of the fabric from wear and such. This definitely applies to his pants as bushes,…