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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!
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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
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ORIGINAL MATERIAL (on the hull)
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MATERIAL WITH PROCEDURAL DIRT ADDED
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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! ;) |
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THE HULL IN UVMAPPER
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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. |
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THE PAINTED UVMAP
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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.
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LOADING TEXTURES INTO THIS MATERIAL
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COMBINED TEXTURE AND PROCEDURAL FUNCTIONS
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FINAL RESULT, UVMAPPED DIRT EFFECT :)
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