The Corridor
by Richard Tilbury, UK

Adding Wear and Tear - Sci -Fi Scene

1. This is a real fun part of the texturing phase - applying dirt to age the textures and give the scenes a sense of neglect and thus providing a weathered look. In the case of our Sci-Fi version I decided to give the whole scene a darker look overall and lessen the variation in the textures so as to create a grime ridden appearance and also emphasize the lights. The first step is to replace the floor textures with dirtier versions from the same CD collection on V7 and then go into Image - Adjustments - Color Range and use a color picker to select an area of darker pixels on the image. With this selection group done feather it by 1 or 2 pixels to soften it slightly and then use the color dodge tool to lighten certain areas where you would expect to see a tarnished and worn look, eg. around the grooves. I have concentrated this method around the joints to create the specular map ( a simple duplicate converted to grayscale - top left ) You can add further wear following the same process again but by altering the fuzziness slider and choosing different colored pixels.


When we apply our new textures we can see how the changes affect the look of our floor. On the right are the corresponding specular maps with increased contrast on the top version to accentuate the feeling of ageing etc.



2. This same procedure is followed when altering all the other main components including the ceiling panels, walls and pipe supports.



Apart from the darker tones the two are very similar except perhaps for the panel in the top right which has been replaced by a more worn version on the CD. Similar to the floor texture you can see in the final renders on the right that the specular map also makes a big difference to the finished look. In the case of something like the pipework it is also a combination of both the color and specular maps that give us the look we are after. You can see in the top half of the picture that most of the pipe itself reflects the light due to the higher quantity of white in the specular map. In the more worn version the specular map corresponds quite closely to the color map and only creates highlights along the weld lines.



3. The last important component in the scene that is perhaps the focul point is the doorway at the end of the corridor which in the worn version is no longer red but more significantly has utilized a specular map which I extracted from Total Textures V5 - Dirt masks and Graffiti. The specular map was used to show a worn surface where the paint has been eroded but I also used a worn version of the circular hatch and changed the color to help compliment the scene.







 
 
 
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