hoseinasadi Posted July 2, 2014 Share Posted July 2, 2014 so ive created concrete tiles using floor generator and as you may know when applying the materials, it gets assigned to each individual tile. what ive been trying to do is that i want a concrete base for the tiles, and a partially dirty coat on top for lower tiles. like the image below : in the picture below you can see that the dirty coat is assigned to every single tile, i dont want that : i wanna apply an overall texture to those tiles. any tips guys ? Link to comment Share on other sites More sharing options...
Zdravko Barisic Posted July 2, 2014 Share Posted July 2, 2014 Only to collapse floor generator int othe mesh, and than to use Unwraping UV to place the dirt, in photoshop, over already placed map. If I wrote it clear... Link to comment Share on other sites More sharing options...
hoseinasadi Posted July 2, 2014 Author Share Posted July 2, 2014 thanks buddy. yup unwrapping was the solution. tho i was looking for a way other than unwrapping since im not really good at it! Link to comment Share on other sites More sharing options...
Morne Erasmus Posted July 2, 2014 Share Posted July 2, 2014 Stick a vraydirt in your diffuse, or a noise or mix or whatever you fancy. Then in the black AND white slots, copy your multitexture (copy not instance) then just make the one darker or mess with the hue or whatever If you opt for vraydirt to do the blend, then stick the 2 versions of the multitexture in the occluded and un-occluded slots You can use a black/white jpg mask and stick that into a mix as a mask, and then the 2 multitextures in each slot Depending on how you're setup, you may have to stick the mask on channel 2 and just add another UVMap to your floor and set that to channel 2 so that it picks up the mask. Lots of different ways to do it using only nested textures Link to comment Share on other sites More sharing options...
Tommy L Posted July 3, 2014 Share Posted July 3, 2014 I think unwrapping it is overkill. You just need a couple of different UVW maps in different ID channels. Apply your 'clean concrete' using the default mapping generated by FloorGenerator, then add a UVW (box, plane, whatever applies best) and change its channel to # then any maps you use in the mat editor you assign map ID #. Link to comment Share on other sites More sharing options...
Chris MacDonald Posted July 3, 2014 Share Posted July 3, 2014 I'd do what Tom said, I've literally just done this on a few concrete bridges/culverts in a project and it's worked perfectly. The only time I'd consider unwrapping it is if you need the dirt to appear in many different areas on the wall (i.e. beneath lots of different window sills), but again I'd still use 50% of the other technique whereby the unwrap is on a seperate channel and the diffuse (concrete/brick/whatever) is on channel 1. To blend the materials there are a number of ways you could do it, and each has its own merits. Yes, a vray blend would work nicely and give you the ability to set up seperate dry/wet materials etc, but at its most simple level a "composite" map, or "vraycomptex" will let you blend between two textures. Both of them give you photoshop-like blending modes, so for something like dirt you'd probably use the "multiply" blending mode. Link to comment Share on other sites More sharing options...
Recommended Posts
Create an account or sign in to comment
You need to be a member in order to leave a comment
Create an account
Sign up for a new account in our community. It's easy!
Register a new accountSign in
Already have an account? Sign in here.
Sign In Now