Making of/How to.
I started out by first making the simple
base model for this door. Just a simple box that needed to be unwrapped.
After finishing the box, I added some details to a plane that had the same dimensions as the box, so that I could project some geometry onto the box and export a normal map.
The texturing could now begin.
The first thing I did was to prepare a
basic wood texture, I then proceeded to slice the wood texture up into smaller pieces to build up the same plank layout that I had modelled at the beginning.
Adding paint to the texture wasn’t really a complicated operation. Simply explained, the whole operation consisted of overlaying a greyscale version of the wood texture onto a simple, bright and desaturated cloud layer.
To add some slight wear to the clean and newer version of the door, I started deleting parts of the paint layer where the paint would have been most likely to see some wear, using the eraser tool and my wacom tablet.
After finishing up the clean version, I started doing the handle. Now, I wanted to keep the base model as simple as possible, so a decision was made to texture a simple "sliding door" style handle and later include it in the normal map to make it look a tad less flat.
And now for my favourite part of making this door, the
aging process.
I must admit that aging the door actually turned out to be a lot easier than I first thought it would be.
Since I already had a wooden layer underneath the paint layer, I could simply make a duplicate copy of the paint layer, hide it for a minute, and while having all the paint layers hidden, I selected the darkest parts of the wood texture using "select, colour range"
When I finally was happy with my selection, I made the paint layer visible again and deleted the selected parts from the paint layer. By repeating this process a couple of times on multiple layers, I was finally able to achieve the worn down old and crackled look I was after.
The last thing I did before declaring the dirty and old version finished was to modify the handle with some rust.
The
normal map for this texture was made up using 3 different normal maps and combining them into one.
The maps were: The basic geometry that I projected onto a normal map at the beginning of this texturing session, the handle and a very faint normal map generated from the base wood texture. All normal maps except the first one was made using CrazyBump.
As for the specular maps, well, those are simply tweaked versions of the diffuse textures. :P
This was certainly a fun texturing session, and I'll probably come back with a second entry later.