CG Society’s ‘Top Ten Texturing Tips’ (part 2)
by David on Jun.25, 2010, under Texturing

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![]() One way to create dirt has already been covered, and that’s photo overlays. Those are great for general wear and tear on your texture.If you want small specific details, you’ll need to use other techniques. Below are a two techniques I frequently use, one for dust and dirt, and one for rust.Dust and dirt can be done very quickly with a solid brownish layer and a layer mask. Simply put the dirt layer at the top of your stack, and paint with a low opacity and flow. You can spice things up by changing the blending mode, or to filter your dirt layer. (add noise for example). This will break the surface somewhat if the dirt becomes too visible. Once again, subtlety is the key to success. Rust is a bit more tricky. The thing with rust is that it’s very random and undefined. Other than the placement and how it leaks, there’s hardly any logic to it. I used to handpaint rust, but it always had a bit of a cartoony look, and I was never able to get crispy rust that looks convincing and real. That was until DennisPls shared his technique with me, which I’ve been using ever since. It’s basically almost identical to regular photo overlays, only here you only use a small part of the texture. That can be chipped paint, scratches, rust, etc. If an area is clear from being hit by an object (yellow arrows), then there will be a lot less damage to that area. There is a sure chance that you’ll find dust and dirt in such an area. Also, areas that are rubbed frequently will show worn off paint, scratches and if they are metal they will shine more. The front of the forklift (1) is the area that will suffer the most, and will therefore have more damage than other parts. |
![]() ![]() ![]() I hope that some of these points can help you with your textures, and that you learned something new.Don’t forget that they are just simple guidelines. They are not ‘stick to’ rules or workflows. I can only encourage you to try as many things out as possible.Because only by trying things out will you get a better understanding. Which can only lead to better and faster texturing. ![]() Like many others, I started as a gamer, and soon wanted to build my own maps and levels. The lack of the right props for my scenes bothered me a lot. The main purpose for this article is to make a summation of all the comments that are frequently made at Game-Artist.net (and elsewhere, no doubt). It’s not the Holy Grail of Texturing, but it can help you out with issues that frequently occur, and are easy to fix.
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