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Here I
will show you how I create a painted metal surface worn by time
with paint chipping off, revealing older paintwork underneath. I
used a similar technique for the BUB model seen in the gallery.

Here's the model as
a wireframe.

After
applying a uvw modifier and arranging in unwrap uvw I assign
a grid texture to the objects. The grid quadrats will
most probably be distorted so I manually adjust the tiling
to get the right map aspect ratio and make the squares
quadratic. Turning on "Show Map in Viewport" is
quite helpful here. For this object I needed 1.3 tiles to 1
so the aspect ratio is 1.3 to 1. Now I take a snapshot of
the unwrapped meshes with Texporter
and save as a TIF file (TGA is fine too, just make sure you
get the alpha channel). I wanted a map height of 800 pixels
so the width would be 800x1.3=1040
It's not always neccesary to
be this accurate but I do this to prevent getting maps
distorted in one direction. Often you can get away by just
estimating the texport aspect ratio as well.

Here are the unwrapped meshes,
ready to be painted on. Within Photoshop I start out by copying
the alpha channel into a normal layer and set it to Multiply. This
way the black wireframe will show but everything that is white
will be transparent, allowing you to see what you're painting.
This layer will be the topmost one and always locked to prevent
accidental painting.


I then put in a layer of
yellow paint and one of green paint, using several layered
photographic maps as a base and coloring them.


The result in Photoshop looks like
the following picture.

Now with the wireframe picture as a
guide I start painting in where paint is to be chipped off into a
new layer using black and white, highly contrasted grunge
photos with the clone stamp tool and some careful
handpainting where it's needed.

I then copy this layer into the
alpha channel. Using this as a selection I delete the
chipped paint off the green layer, showing the underlying yellow
layer. I also added a subtle drop shadow to the green layer to
separate it a bit more from the yellow.

Now that the basic texture is
done, lets start dirtying it up. I create another layer and set it
to multiply. With a very big, soft brush set to a mid brown
color I start adding dirt. Concentrate this in nooks and corners
where dirt accumulates but also a bit over the whole model for
broad dirt. Keep it soft and adjust the intensity by playing with
the layer transparency. You can also break up the soft strokes
with a grunge texture.

Then it's time to add wear
to the surface. This should mainly be kept along edges but
also within large surface areas like the middle of the
texture using a broad brush.

This might look good enough but if
you've got the time, why not add rust streaks, mud, sootstains and
what else your dirty heart desires.
Next thing on the list is to add scratches where all paint
has come off to reveal metal beneath. To remain flexible I
want to use a Mix Material in Max for the paintjob and the
metal. For this I need a mask which I paint in Photoshop with my
Wacom set to brush width sensitivity. With random strokes I paint
the scratches which turn out like this.

With all the layers completed, the
file should look like this in Photoshop.

Now it's time for the specular
and bumpmaps. The reason why I've kept every color and
effect in a separate layer in Photoshop is because this makes it
easy to derive the spec and bumpmaps from them. You could of
course also just reuse the diffuse map but in this and many other
cases it would't work: the yellow paint is beneath the green but
if you'd use the diffuse as a bumpmap, the yellow, being a lighter
color, would be above the green. You also don't want the dirt and
wear layers to influence the bumpmap. It also wouldn't work as a
specular texture because we want both colors to have about the
same shinyness.
So I adjust each layer separatly using brightness/contrast and
hue/sat/lightness, hiding the dirt and wear layers for the
bumpmap.
By using Actions in
Photoshop it's fairly easy to record these settings and apply them
to other files which I will do later with the other object.
Here are the resulting maps.


I then create textures for the
other part using the same steps as above and use the Action I
created to make the bump and speculars.
Now let's get back to Max again and start assigning those maps.
I use the same shinyness map
in both Specular Level and Glossyness slots and use Output
-> Output Levels (or RGB Levels) in the Texture Map
submaterial to adjust the shine. Since 3ds max4 supports
Wiring I wire the Output Levels of the two objects to each
other so that any change to one will affect the other. This is a
great thing that would have saved me some tears had I been able to
do that in earlier projects.
I create a metallic looking material using a bitmap texture,
a high Specular Level and a very low Glossyness.


Now each object's material is split
into a Mix Material. The painted surface come into one
slot, and in the other slot comes a reference of the metal
material. This way it's easy to change the metallic look globally.
As a mask we use the scratch textures we painted before.
Let's have a look at the objects in
good light. It's very helpful to have some basic lighting set up
while tweaking materials as opposed to using the standard max
2-light setup. This way you'll better see how the materials react.
Here are some renders of the
diffuse color alone, with bump and specular and then with the
scratches added. The scratches are subtle but add a neat touch
when light makes the metal shine differently beneath the paint.
Because if the broad but strong metallic speculars and the dark
texture, the metal will be lighter than the paint in light but
darker in shadows.
 

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