Making Of 'Hungarian House'
Make textures look aged and worn using dirt maps and masks
I created this model of a Hungarian house in 3DStudio Max 5 and rendered with VRay. To use the 3DTotal Textures as fully as possible, and get the aged look so typical for many houses in the small towns of Hungary, I textured the model using Blend materials, dirt maps and masks.
Look at this example: The tiles on the top of the gate are textured with a blend of two different maps, and a dirt map to define where either material will show. Here is a close-up of the 3 materials used, and the final blend:
By the way, the tiles on top of the arch was made like this: Create a couple of tiles and make as many instances you need. Then collapse them into a mesh. Now draw an arch using a spline, select the mesh and click Path deform in the Modifier list. Pick the path (spline), select the right deform axis and click Move to path. Fit the mesh to the length of the spline by dialing the parameters.
Another thing I would like to show you is how I sometimes use the dirt maps in Photoshop. I wanted some green stuff at the bottom of the walls and on the sidewalk: Load a dirtmap into Photoshop, change the greyscale to RGB colours and use colourchange to change the colour to green. Then select the green area with the wand or colour range, invert and copy. Now activate the bricks picture and paste the green stuff as a layer over the it, drop on the opacity, merge and save. Here is what you get:
In Max you can load a bump map into the Displacement modifier parameters and make a better bump effect, than by just using the bump in the ordinary way. The sidewalk gets a more natural structure. I did the same thing on the lower part of the wall too, to make the stones look more rough and bumpy.
Again this is a Blend material with a dirt mask I used to texture the arch:
With Total Textures you can make exactly the material you want if you use Blend materials. Material 1 is visible in the black parts of the dirt mask, and material 2 is visible in the white areas of the mask. (I made the green stuff on material 2 in Photoshop before blending in Max, as described above). As you can see in the viewport snap below, the Blend materials do not show right before rendering. You can see them in the Material slots though: