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Creating Damaged Surfaces

by The Great Raja12/5/07


There are many ways to create damaged, or weather worn surfaces, but this is possibly one of the quickest and easiest methods out there.

First take and load the Object into modeler, and create a UV map for it. (This is optional, Planar works just as well, Iíve just got into a habit of setting UV) Save object. Open Layout and load object, set camera to suit.

Color Channel:
Layer 1 : Image Map (load and Set UV image map as you would normally)
Layer 2 : Procedural Map : Dented
Blending Mode : Additive
Texture Color : 000, 000, 000
Scale 4.0
Power 3.0
Frequency 0.8
Octave 6.0
Perlin Noise Scale to Suit
Layer 3 : Procedural Map : Turbulent Noise
Blending Mode : Alpha
Texture Color : 128,128,128
Increment 0.5
Lacunarity 2.0
Octave 6.0
Perlin Noise Scale to Suit
Layer 4 : Procedural Map : Turbulent Noise
Blending Mode : Additive
Texture Color :255,128,064 (Orange, Color)
Increment 0.
Lacunarity 2.0
Octave 6.0
Perlin Noise Scale to Suit
Layer 5 : Procedural Map : Dented
Blending Mode : Alpha
Texture Color : 200, 000, 000
Scale 1.0
Power 3.0
Frequency 0.8
Octave 6.0 Perlin Noise
Scale to Suit

Luminosity Channel
Layer 1 : Procedural Map : Dented
Blending Mode : Additive
Texture Value 0%
Scale 1.0
Power 3.0
Frequency 0.8
Octave 6.0 Perlin Noise Scale to Suit
Layer 2: Procedural Map : Dented
Blending Mode : Additive
Texture Value 40%
Scale 6.0
Power 3.0
Frequency 0.8
Octave 6.0
Perlin Noise Scale to Suit

Diffuse Channel
Layer 1 : Procedural Map : Turbulent Noise
Blending Mode : Alpha
Texture Value 0%
Increment 0.5
Lacunarity 2.0
Octave 6.0 Perlin Noise Scale to Suit
Layer 2 : Procedural Map : Dented
Blending Mode : Alpha
Texture Value 0%
Scale 1.0
Power 3.0
Frequency 0.8
Octave 6.0
Perlin Noise Scale to Suit

Bump Channel:
Layer 1 : Image Map (load and Set UV image map as you would normally)
Layer 2 : Procedural Map : Dented
Blending Mode : Additive
Texture Value 0%
Scale 4.0
Power 3.0
Frequency 0.8
Octave 6.0
Perlin Noise Scale to Suit
Layer 3 : Procedural Map : Turbulent Noise
Blending Mode : Alpha
Texture Value 0%
Increment 0.5
Lacunarity 2.0
Octave 6.0 Perlin Noise Scale to Suit
Layer 4 : Procedural Map : Turbulent Noise
Blending Mode : Additive
Texture Value 0%
Increment 0.5
Lacunarity 2.0
Octave 6.0
Perlin Noise Scale to Suit
Layer 5 : Procedural Map : Dented
Blending Mode : Alpha
Texture Value 0%
Scale 1.0
Power 3.0
Frequency 0.8
Octave 6.0
Perlin Noise Scale to Suit



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