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Need help texturing dagger model


nofaceuzu

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I made this model for an imperial style dagger, but i completely suck at making textures. I just need some help from someone who is decent or skilled in texturing to help make some textures. Thanks in advance!

 

Download link to model

 

Model:

http://i.imgur.com/GZyWfG4.jpg

 

Reference I used:

http://www.medievalcollectibles.com/images/PRODUCT/large/401392_3_.png

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How I make a basic diffuse texture:

 

First thing you need to do: UV wrap your model.

 

Next, export the UV map to a .png and load it up in photoshop/GIMP/whatever you like to use.

 

Next: Base colors.

  • Choose a color palette. Remember: Not too bright, and not too saturated.
  • make a new layer and paint where you would like the base colors to be (I like to save time by assigning colored diffuse materials to mesh faces in blender and baking out a diffuse color map).

 

Next: Ambient Occlusion map, and Cavity map.

  • The AO map is mostly white, and gets darker in crevices. The less exposed an area, the darker. AO is great for making the form of your model read clearly. It can also be used to control where dirt or corrosion occur.
  • The cavity map is mostly black, and gets brighter at sharp corners. Great for controlling where wear, scratches, fraying etc. occur.
  • You'll use these two textures to make blending masks to control details like dirt, scratches, rough edges, etc.
  • You can create these textures by baking them in blender.
  • Place a copy of your AO map in a layer above the color map, and set the blend mode to "multiply". Adjust the strength to your preference.
  • place a copy of your Cavity map in a layer about that and set the blend mode to "screen". Adjust strength to your preference.
  • Now you should start to see your textures taking on a form to complement the mesh.

Next: texture photos.

  • hit up CGTextures and browse for some textural detail you like the look of.
  • Wood grain photos are good for wood, but for metal you want something with some even, subtle roughness like concrete photos.
  • You'll need a greyscale noise texture. Never use gausian or perlin noise (clouds filter). Use a picture of snow or something instead.
  • Small scratches such as on wood or metal are sometimes easier to paint by hand.
  • You'll want some dirt and rust for the crevices. Even if you want to make a clean dagger, the important thing is that it mustn't look sterile, so always have just a little bit.

Next: blending.

  • The simplest way is to desaturate your texture photo and give it an overlay blend over your color. Constrain its effect to the areas you want using masking, or something like photoshop's "blend if" feature.
  • Once you're more comfortable with blending modes, you may want to do something more complex, like, for example, using the wood grain texture to blend between two colors.

Next: weathering

  • Weathering will make your textures actually good.
  • Create a dirt texture: choose a dirt color, and mix it with a dirty/rusty photo. Place it over your other layers with a normal blend mode.
  • create a dirt map by mixing your noise texture and an inverted copy of your AO texture. the dirt map is a mask to the dirt texture: The whiter the dirtmap, the dirtier that part of the texture. How you mix is up to you; if you want it to be very dirty then use a screen blend to make the dirt go beyond your crevices. A Multiply blend will make the dirt occupy less than 100% of the crevices. You may want to mix a couple of noise textures to do both.
  • you can fine-tune the influence of your dirt map by using a color-curves adjustment.
  • Copy the dirtmap into the dirt texture's layer mask. Dirt done.
  • For wear you want to do a similar thing with the cavity map and noise textures to make a wear-map. Often it's enough to simply screen-blend the wear map over the other layers.
  • For scratches it's the same: mix the Cavity map, noise maps, and your scratches texture.

There are many more things you can do to make your texture look good. I recommend you seek out materials in real life and study them, and think about how you can emulate them. Most materials have noisy variation in hue. Many metals have brightness variation in the shape of splashes. In most cases the principle is the same: use overlay, multiply and screen to blend in the photos, or use the photos to mask other textures.

 

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