On Tuesday, I moved onto creating the trim sheet. I added a base wood layer using a smart material, then tweaked the colours to be more vibrant. I then edited the material to appear less noisy by increasing the scale of textures and deleting some grunge dirt layers that added too much detail for stylised textures. After this, I added another fill colour on a higher height setting to simulate paint, with a glossier finish than the rough wood. I then created a mask with a cloud texture and used a blur filter, then a histogram filter to remove noise. This left me with bold looking, simple splash marks that I then inverted to create the peeling of the paint. After this, I tweaked the scale of the clouds to avoid too many repeating marks that wouldn’t look good when tiling. I wanted to have areas that would have edge damage on my roof planks and areas that didn’t, to suggest that the ends were damaged more than the center from edgewear. I did this for each of the plank colours with variations in paint wear. Finally, I moved onto the rope texture and added a simple burlap texture to create a rough bumpy texture, removing anything that added too much noise.
After this, I added a curvature generator layer to enhance the edges, brightening and darkening them for more visual impact, and an AO generator layer to add additional colour depth.
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I later realised that the normals were inverted on the wood plank ends, so I flipped the channel in photoshop and reimported the texture. |
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