#59: SHADOWS & LIGHT (Vue)
#58: ADVANCED DIRT MAPPING (Vue)
#57: SSS IN VUE 9, AND THE "SPECKLE" PROBLEM
#56: THE DEVIL IS IN THE DETAIL OF ART
#55: FIXING POSER CLOTHING
#54: MAKING "FOREST WAR - GOBLIN SHAMAN"
#53: MAKING A STUDIO RENDER FOR VUE
(and other apps)
#49: NEBULA MKIII (Vue)
#48: RENDER SETTINGS FOR VUE (Vue)
#47: POSTWORK - MAKING A RENDER INTENSE (Any)
#46: MAKING RIVERS THAT FOLLOW TERRAIN HEIGHTS (Vue or Bryce)
HOW TO MAKE DIRTMAPS FOR VUE
 
Ever wonder how to make materials look dirty in Vue, and how to make the dirt apply to specific areas for better realism? Here's how!

PART ONE
  The starting point for this is to make a mixed material, channel 1 = basic material of the item, material 2 = the dirt function. To make the dirt function I make a custom noise or fractal function, with a colour map of dark colours with some lighter (for streaks) suitable for the material, I have a sepcial colour map for this, but it's easy to make one for yourself of dark greys and browns, with a few narrow bands of a lighter colour. You do not have to get complicated with this!! Simple stuff will do.

In the Mixed Material area, select "Color and highlight blend only" set to 100%, this adds only the dirt colours, so you don't need to mess with bump maps etc in the 2nd material.

  Now save your dirt material for use in this and other projects.
Next two images show you a normal texture map material and then the same with the procedural dirt function applied.

Material downloadable here! My Vue Material Gallery

ORIGINAL MATERIAL (on the hull)
MATERIAL WITH PROCEDURAL DIRT ADDED
PART TWO UV MAPPING FOR PRECISION
 For precise placement of the dirt you'll need to make a UV map, to use a a greyscale to drive the distribution fuinction in Vue. Here I've used UVMapper to make UVMaps of the parts I wish to work with. other programs can UVMap. Teaching you how to use UVmapper is beyond the scope of this tutorial, sorry! ;)
THE HULL IN UVMAPPER
PART THREE, TEXTURING THE UVMAP
  Load the Uvmap in your favourite 2d App (Paint Shop Pro, Photoshop etc). Here you want to paint in greyscale colours where you wish dirt to show, usually around edges, under over hangs, places folk/creatures walk etc. You don't want harsh edges usually, so lots of blurring and smearing is good. The map doesn't need to be very big unless the object is in close scrutiny as it will blend materials, and big images = resource hogs, 512 to 1024 map sizes should be fine.
THE PAINTED UVMAP

PART 4: IMPORTING THE TEXTURE MAPS INTO VUE
  Some important points to note when you import your texture maps:

1) Do *NOT* load them as the default "Projected texture map", instead load them as "Texture map", it helps keep things straight with the UV maps. Also this must be done to the original material texture in slot 1 if it uses a texture map! Trust me on this ;) if you don't you'll end up with problems.
2) When you wish to scale any of the texture maps in slot 1 or 2, you must do so here in the material editor. otherwise they'll end up screwy. For example, if you connect the Bump map to the texture map, and alter the texture scale you'll see they don't add up right, if you haven't done as I suggest.
3) Make the materials "Object: PARAMETRIC" mapping so the UVmaps will align correctly to the model.

I like using a function so I have both procedural AND texture maps and can combine them or use one only at need, by using a "blender" function.

LOADING TEXTURES INTO THIS MATERIAL
COMBINED TEXTURE AND PROCEDURAL FUNCTIONS
FINAL RESULT, UVMAPPED DIRT EFFECT :)

HOME
All original art, writing on this site, copyright of Steven James, "Silverblade the Enchanter" ©2012