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Texture Study

This is a study I did to experiment with alternate ways to overlay paint onto
a tiling texture without losing the detail and specific locations of wear on a
non-smooth surface. The procedure I came up with involved creating the
main source texture, in this case a dirty tiling ship-like metal surface,
and then create a "crevasse" map, which is a black and white image that
highlights the scratches, dents, holes, and seams where metal would
either not have collected, or would have been worn off. This would then
be used as a mask in conjunction with "hard edged" texture blending in
order to determine where the paint was "on" or "off" on the surface of the model

I also experimented with using a textured "paint" layer as the overlay vs simply
multiplying a color from within the material editor. All of this process was developed
for the specific features of the Infernal Engine's material edtor and is rendered
within that editor in the bottom two examples.