Bloody Checker Texture by Melinda Esponda Diaz
We’ll now add some dirt spots, which we want to look like old dry blood ones. To do that, we’ll use again the ‘White_Spots’ Fx-Map plugged in a ‘Colorized + Blend’ Filter, we’ll apply to it a 90% to the right transformation, so spots will be in a different place than the ones already present.
Gradient here will be a little more complex (as showed in Figure 9) as we’ll make it look the way we want using mainly red, brown and red-orange tons.
See result here : (Figure 10)
We know have old blood spots, we’re going to create the large blood spots which make the characteristic of the texture.
To do that, we’ll start from an independent ‘Colorize’ Map which input will come from ‘Moisture_Noise’. We’ll adjust our gradient keys in order to obtain more details, (see it step by step in Figure 12), then we’ll plug it into a ‘Motion Blur’ Filter (input from ‘Random_Scratches’ Fx-Map, scale 200%).
As ‘Motion Blur’ is one of the slower effects to compute, we’ll put it at only 100% of its strength, slider to the maximum. (Showed in Figure 11).
We’ll add a second ‘Motion Blur’ Filter, input connected to the ‘Wood Noise’ Fx-Map, adjusted at ¾ of its strength (still at 100% only), direction at the bottom.
To use our result in a ‘Colorize + Bend’, we’ll convert it through a ‘Fx Filter to Fx-Map’.
 |
Now that we’ve got the diffuse, to make the Normal of our texture, we’re going to clone our ‘Colorize’ and ‘Colorize + Bend’ nodes, and pass all our keys to greyscale ones. With this process, we obtain a greyscale texture, which will be converted to a normal map (through a ‘Normal Map’ Filter). To make our normal the right way, we have to keep in mind that the highest points of our normal will be near to white, and the deeper ones will be black.
For example, admitting that the blood stains are upon the checker, their level is higher, closer to white.
The specular map will be made the same way, a white color means texture reflects the totality of the light received (mirror-like), and a black color will mean it absorbs the hole light. The specular map will be merged into the Diffuse through an ‘Alpha’ Filter.
See both normal and specular map : (Figure 13):
Now, we just have to launch the 3D preview window, make sure diffuse and normal are displayed in it. Of course, this is just a start, you can always add more and more details to your texture, enjoy!
Authour is a Technical Artist at Allegorithmic.
|
|