Old 23rd Jan 2010, 10:58 PM   #1
folkrm
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Default Chipped Paint effect

Hi All;

I was wondering if there is a way to obtain a "Chipped Paint" texture effect using only Lightwave?

I can dirty or rust a texture using Procedurals, but have been unable to obtain the desired effect.

Thanks in advance.

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Old 24th Jan 2010, 02:05 AM   #2
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There is a very good tutorial on painting effects which gave me the basis for what I do. Can't remember where it is but try googling painting textures or industrial textures.
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Old 24th Jan 2010, 06:01 AM   #3
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there's actually a chipped paint preset I think, which isn't brilliant but it could be a good start
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Old 24th Jan 2010, 06:42 AM   #4
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You can get a chipped paint effect by adding a Turbulence procedural,look at the settings the higher the frequencie and small power the more it breaks up the paint effect,also play around with the the scale and position,to get the look your after.
In the bump channel i have added another Turbulence,make sure it sits on top and set the blending mode to alpha.
Have a play with the settings this has been knocked out to show how you can do it
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Old 24th Jan 2010, 07:26 AM   #5
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I'd do it like David said. Getting alpha's figured out adds some amazing power to your surfacing toolbox.
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Old 24th Jan 2010, 07:42 AM   #6
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The stefan morell one is the one I was talking about.
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Old 24th Jan 2010, 09:12 AM   #7
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Are you looking for just a plain chipped paint like what David showed, or something more like the pic below? For that one, I painted the textures by hand. I spit out a UV image of the mesh wireframe, and manually drew out the lines around the "edges" using a standard Photoshop paintbrush. Then I used that outline to composite an inverted dirt/grime texture in white over the black background. I also added some manual "scratches" just freehand drawing in Photoshop. Used it as the color, spec, reflection, and bump maps on the mesh.

I've also attached the UV image and raw texture from one section of the mesh below, so you can see what I did.

That might not be what you're after, but hopefully it's helpful at some stage.. hehe. I don't think LW can do this sort of thing natively, at least not without some serious tweaking.
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Old 24th Jan 2010, 09:26 AM   #8
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That's a similar process to the tutorial I was talking about it. Great looking doohiccy by the way jedi. Is that from ghost busters?
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Old 24th Jan 2010, 09:45 AM   #9
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Thanks to all.

I will be doing some experimentation over the next week with all the suggestions.

Again, Thanks to all.

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Old 24th Jan 2010, 11:42 AM   #10
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Quote:
Originally Posted by Gordon Robb View Post
Is that from ghost busters?
Yup, ghost trap. A friend of mine modeled a proton pack once, I've got it around here somewhere.
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Old 28th Jan 2010, 06:07 PM   #11
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Stonemason ( AKA Stefan Morrell ) did a pretty nice tutorial

http://stefan-morrell.com/downloadfi...e-Textures.pdf

if this link doesn't work try

http://stefan-morrell.com/

The tutorial is on page 2 in the download section

Ooops..I should have read the whole post first. This tutorial is for photoshop
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Old 29th Jan 2010, 05:16 AM   #12
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Quote:
Originally Posted by Epiphany View Post
Ooops..I should have read the whole post first.
or even a few posts further down
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Old 29th Jan 2010, 12:23 PM   #13
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Quote:
Originally Posted by Jedi2016 View Post
Are you looking for just a plain chipped paint like what David showed, or something more like the pic below? For that one, I painted the textures by hand. I spit out a UV image of the mesh wireframe, and manually drew out the lines around the "edges" using a standard Photoshop paintbrush. Then I used that outline to composite an inverted dirt/grime texture in white over the black background. I also added some manual "scratches" just freehand drawing in Photoshop. Used it as the color, spec, reflection, and bump maps on the mesh.

I've also attached the UV image and raw texture from one section of the mesh below, so you can see what I did.

That might not be what you're after, but hopefully it's helpful at some stage.. hehe. I don't think LW can do this sort of thing natively, at least not without some serious tweaking.
You can kind of do that with weight maps controlling the alpha for that turbulence trick above, but you have to build the model with extra geometry around the corners you want to scuff up.
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Old 29th Jan 2010, 06:32 PM   #14
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Don't discount the link that Pip posted. There is some good info in there. If you paint alpha maps for the chips and primer layer you can put them over a value procedural and change the settings on the fly from right inside LW.
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Old 29th Jan 2010, 07:25 PM   #15
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Once you get the hang of them you can really get creative on surfacing. These are just really quick throw together from image maps that I had around my hard drive. Scratch out an alpha map and then do the select, contract and fill to make one slightly smaller. Jumble them together and you can have something like this in no time.



Here is the ball and maps for you to take apart and play with.

ChippedBall.zip
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Old 30th Jan 2010, 12:51 AM   #16
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hehe, its also the tutorial I suggested, as did Andrew. apart from a tutorial I bought, it taught me most of what I know about texturing that kind of effect.
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Old 31st Jan 2010, 09:54 AM   #17
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I submitted a post in the 2D thread, because it actually regards Photoshop, but I thought I would post here as well.
-----------------------------------------------------------------------------------
Hi All;

Well I am trying to learn to texture through using a combination of Lightwave and Photoshop, but the only version of Photoshop I have access to is ver 7.

My problem is, I load a .jpg image as a background image, then I want to load another .jpg image as a second layer, but I cannot seem to get it to do that. Each time I either "Load" or "Drag-and-Drop" another image into the workspace, it creates a seperate workspace for each one. I have seen tutorials that show this being done, but none that specify how to do it In any event, I'm sure it something taht I am either not doing right or doing wrong.

Any help in this would be greatly appreciated.

Thanks in advance

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Old 31st Jan 2010, 10:21 AM   #18
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Make the second image active. Select the move tool from the tools on the left. Click and hold on the image and drag it onto the first image. If they are the same size you can hold shift and it will align it for you. Once its over the first image you should see the pointer have a + sign on it. let go of the mouse button. It will put it in its own layer on the original image. Close the second one and you're off.
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Old 31st Jan 2010, 11:24 AM   #19
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learn somfun everyday ... cool ..
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Old 24th Feb 2010, 11:13 AM   #20
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Wow I just learned something from here to this sweet. gona go try it out.
I been having a hard time with edges on things like robots and old objects, but this tut and you all helped a lot .
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Old 11th May 2010, 08:50 AM   #21
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Quote:
Originally Posted by Jedi2016 View Post
Are you looking for just a plain chipped paint like what David showed, or something more like the pic below? For that one, I painted the textures by hand. I spit out a UV image of the mesh wireframe, and manually drew out the lines around the "edges" using a standard Photoshop paintbrush. Then I used that outline to composite an inverted dirt/grime texture in white over the black background. I also added some manual "scratches" just freehand drawing in Photoshop. Used it as the color, spec, reflection, and bump maps on the mesh.

I've also attached the UV image and raw texture from one section of the mesh below, so you can see what I did.

That might not be what you're after, but hopefully it's helpful at some stage.. hehe. I don't think LW can do this sort of thing natively, at least not without some serious tweaking.
Oh wow, that's really cool! I'll remember this. :3
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