如何制作”肮脏”材质

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这是翻译教程

原帖地址:http://www.free3dtutorials.com/textu…s-tutorial.php

“Creating dirty textures ” by Wojtek “Buddy” Starak

肮脏材质的创造

Hi! This is my second tutorial, this time I will talk a little about making textures dirty, more intresting, atmospheric etc.

这是我第2个指南,这次我将讲解一些制造材质肮脏的方法,更有趣、朦胧等

Here’s the original wall texture which I wanted to turn into something in style of Silent Hill series. Ofcourse, as always I picked up a reference from www.environment-textures.com -best source for textures IMO. Point of this tutorial/walkthrough is to let know about blending modes and that You should really try using them. I mostly used on that wall “overlay” blending. Rest of them are also really usefull, like Soft/Hard Light or Multiply, there’s no sense in describing each, the best way is to test it yourself.

这里的原始墙材质,那些我想要加入一些寂静岭风格的墙。当然,如同以前一样,我从www.environment-textures.com获得参考图,在我看来这里是材质最好的来源。本指南/步骤地要点是让人知道关于混合模式并且你应该尝试使用它们。我通常习惯于对这些墙用“覆盖”混色。它们的效果同样真的是有用的,例如软/硬光或增殖,这里没有对每一个都进行详细的描述,最好的办法是自己测试。

(original files are around 3000×2000)

原始文件大约为3000×2000

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And by editing it a little bit I got:

我要一点点的修改它(直到变成这样)

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How I achieved this:

我怎样达到这些:

At the beggining I removed the white bar with photo author, then got rid of yellowish color of the wall by desaturating a little bit and increasing hue. After those changes texture is now ready to make it look SHish by adding some dirt on it.

在一开始我移除照片创造者的签名,然后通过一些饱和度及减增色调去掉墙的微黄色。在这些变换以后,材质现在已经做成看起来像羊肉的效果,通过一些其他素材增加一些污垢在上面。

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I used for it:

为它使用:

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and

还有

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(both found somewhere on net, if anyone knows who’s owner of them, let me know).

两者都基于网上的某个地方,如果谁知道它们的拥有者,请告诉我

Using “Clone Stamp” tool I painted lower part of the texture on layer with overlay blending mode, used burn tool&brightness/contrast to get better look.

使用“克隆图章”工具我用于描画在图层上材质较少的部分并连同覆盖混合模式,使用刻录工具&亮度/对比以获得更好的视觉效果。(burn tool在PS里面是哪个工具?请知情人士给个指点)

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Then I added few bricks on bottom, also some dirt.

然后我在底部增加一些砖块,同样也增加一些污垢。

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Using same method I painted (still using clone stump&overlay blending) a round spot near right top corner on one layer, second layer had this mask:

使用一些方法(同样适用克隆图章&覆盖混合)在一个图层上我在靠近右顶部角的地方描绘一个圆形污点,第二个图层使用这个图片作为遮罩:

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to copy image into layers mask You need first create a mask for the layer, then switch to “Channels” tab and make sure that **Layer name** Mask is selected and there’s an eye icon on the left in square, next simply paste image (ctrl+v).

复制图像到图层遮罩里你需要首先为这个图层创造一个遮罩,然后转到“通道”菜单并且确认这个“图层名称”遮罩被选择并且在正方形的左边那里有一个眼睛图标,接下来是简单的粘贴图像(ctrl+v)

(上面说的mask 我翻译成遮罩 应该是图层蒙版的意思吧..)

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Now everything you paint on the layer will be masked.

现在所有你画在图层上的将被隐藏。

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Next step was to make whole texture keep same coloristic, I took my dirt reference rotated 90 degree clock-wise and stretched on whole texture, changed blending to overlay, then copied the layer three times. First and Third Layer have been guasian blurred on settings around 5-6. I also changed opacity of those layers, first was 25%, second 50%, third 75%. To archive a nice blend I selected some parts of them with polygonal marquee tool and after using Select->Feather I deleted selection, it resulted in soft edge deletion.

下一步是让所有图层保持一些相同的配色,我用我的污垢参考图顺时针旋转90度并且拉伸在整个图层上,改变混合模式,然后复制这个图层三次。第一个和第三个图层的高斯模糊设置在5~6之间。在这些图层上我同样改变不透明度,第一个是25%,第二个是50%,第三个是75%。为得到一个好的混合我用多边形选取框工具选取他们的一些部分并且在之后使用选取-羽化删除挑选,它导致模糊边缘部分被删除。

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What I added to it next was pretty much the same, few layers with guassian blurs, overlay blendings, etc etc:

我添加这些污垢跟刚才是几乎一样的,一些高斯模糊 混合模式等等的图层叠加在上面。

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Last step was to play around with Brightness/Contrast, final product:

最后一步我使用亮度对比度来调整,最终产品:resized to 1024 x 768 from 3264 x 2448

调整大小1024*768到3264*2448

Here are renders of the texture with normal&specular maps:

以下是颜色贴图和specular maps一起加上的纹理呈现

dirty_wall_render

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