Making of:
Since we have to make a clean and a dirty version, i started with the clean version and used that as a base for my dirty version. (make's sence). I looked around on the internet for a while, looking at doors, and decided that i wanted one of those green woden ones.
Step 1
Step 2
Step 3
Step 4
Step 5
Step 6
Step 7
Step 1: I basicly began with the color i had in mind, filled a while new layer with it, and played with the dodge tool for a bit...
Step 2: Although this was my clean door, i still wanted to add some dirt and decay, just to make it look interesting. For this I used some photosourced overlay's, which i took from CG textures (thank god for that site!). I also started the metal plate on the door.
Step 3: Time for the AO map (which i probably should've done in step 1 actually). The metal plate looked to clean to, so i gave that a separate overlay to suggest small details on the metal. I also started with the woden plates, which are completely photosourced
Step 4: I added some small details here and there, the two logo's, and last but not least, i copy the entire texture (copy merged), and i did a "sharpen mask" pass on that image. This will filter out all the blury parts, and is in my oppion one of the most important steps that people forget when they are making textures...
Step 5: Now time to make it dirty! I removed the sharpen pass, and added a big overlay that goes from the bottom to the top. I also added some additional logo's/graffiti, which are great to make it look aged...
Step 6: I added some subtle details, and of course peeling paint, which uncovers the wood texture underneath. Now, to give the paint thickness, i gave the paint-layer an "outer glow" effect, 1px, black, about 75%. This creates that black border you see around the paint, which is great to add depth to your texture.
Step 7: Almost done. It was all still to clean imo, so I added another photosourced overlay from bottom to top. And don't forget, the sharpen mask pass
I make speculars trough the whole proces. The only way to test if a highlight is going to work right is if you can test it with a specular map, so for every step i make a quick specular map, which also grows while i'm working on my texture. Basicly i add one brightness/contrast adjustment layer, and a hue/stat adjustment layer. When i see that one of the parts is to bright/dark, i remove that form the original b/c adjustment layer, and ad a new one for that selection...
There's one thing left i can show you, and that's my layerstack, which i slightly bigger than the one from the last STC
LayerStack
That's it...