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jman0war
06-03-2009, 01:39 PM
Just wondering if anybody has any suggestions about making a stone wall texture appear wet.
Like it's been raining, with wet streaks running down the stones.
Here's the texture:
http://photos3.pix.ie/40/54/40541794FA0547B18D082F74B952CBEF-800.jpg

What could i do to put wet streaks down it?

leigh
06-04-2009, 11:27 PM
If you want a surface to look wet, use a reflection map, and paint streaks in light grey and white to make wet looking areas. Also be sure to darken the colour map in the streak areas, as stone goes darker as it absorbs water.

soulburn3d
06-05-2009, 01:58 AM
While this tutorial is a 3d tutorial, it does discuss many things that help make something look wet.

http://www.neilblevins.com/cg_education/wet_materials/wet_materials.htm

- Neil

phix314
06-05-2009, 09:47 PM
http://i126.photobucket.com/albums/p104/roaphotosharing/Photoshop/wetbrick.jpg

For this I just accentuated the highlights, added a rust texture and darkened the base.

jman0war
06-07-2009, 08:24 PM
Nice one phix314.
I'm not sure how i can accentuate the highlights?
I've been messing around with using a mask to "stain" the stone, a bit like your rust.
And darkening the base.
But i don't know how to get the hightlights so bright like you've done.
Can you tell me how?

phix314
06-08-2009, 01:52 AM
Duplicate the base layer, boost the contrast to your liking, change the blend mode to something like Linear Dodge or Screen. I did a despeckle to tone down the amount of random highlights too.

bonestructure
06-16-2009, 02:16 PM
I actually know the answer to this. However, I only know the answer in 3DS MAx.

Here's the thing. Make two diffuse maps, one bump map. One map is a normal map. The other map, you want to darken it, as if it were wet. Then you want to make basically a mask map. By that, you want to do exactly what leigh said. You take the original wall texture and overpaint it. Black where there no water, white where the water is streaking and all. Or various shades of gray to vary the effect. I'd suggest a bit of white along all the upper surfaces of the blocks. Nothing too even, just to make it look rained on. You want to apply a bit of gaussian blur just to make sure your edges aren't sharp.

Now, what you want to do is use a blend material. In one slot, you put your diffuse and bump texture. In the other slot, you put your wet texture and bump. On the wet texture, you want to apply raytrace, or reflection, or whatever you need to use to get reflections and all. You also want to turn the specularity up a bit.

In the blend map slot, you want to apply the mask map you created with all the streaks and water marks and all.

The result of this is that you should, if done right, get a consistent wall, in which the dry sections use your dry texture, and the wet sections use your darker wet texture and have specularity and reflection as water would. I've never madee a wall with this technique, but I have made pavement and it worked quite well for me.

I don't know what Maya and other progs have available, but in Max, at least, the blend map material is one of the most useful materials for me. Probably 60% of my materials are made using blend.

jman0war
07-03-2009, 10:53 AM
Thanks for the replies.
I've got a decent enough texture now, utilizing some of what posters have said.

I have another PS question however.
In this case i've a stonewall image where there is quite a lot of white lichen growing on the stones. I would like to find out any ideas you may have in eliminating them.
i've made this texture tile - horizontally.
How would you go about this?
Just looking for ideas.
http://photos4.pix.ie/02/A6/02A6BB7A1FE24F7FB8A43DAE030D6E56.jpg

bonestructure
07-03-2009, 12:55 PM
There may be people who don't agree with me, but my answer to your question is, you're going to work your ass off. Because the only solution I know is to use the clone tool in Photoshop tp pull bits and pieces of the stone texture off other areas of the photo in order to CAREFULLY cover the whitish areas. I say carefully because you want to pick the right size brush (adjust size by using the [ and ] keys) to work with most effectively. Don't try to use too large a brush to hurry things up. You have to be careful because you don't want to cover up the visible edges of the stones. You don't want to just clone the identical stones. You want to pick bits and pieces and blend various areas so that the new cloned surface have differences, if I've said that in a way that makes sense. It's not that hard to do, it's just time consuming and somewhat tedious. I make a lot of textures, so I do similar operations quite often, and even loving to make textures, I have to be in the mood for something this tedious.

Fumetsu
07-04-2009, 03:27 AM
Yeah, I think clone tool would be the way to go here. Unless you are familiar with making tiled images (or have access to a software that can do it for you). That way, you can probably fix only a small area with the clone tool and select that area and tile them. Then you can add the color variations, grime etc later on.

I think you should try different things and see what works best for you.

RandyCA
07-12-2009, 07:44 PM
Here is what I would do in this situation -- select the white, make a mask out of it on a different layer so what is in the layer shows and covers up the white. Then take a part of the wall that does not have white in it and throw it up behind the mask so you can move it around until it looks OK.

You might need to make the edge of the mask a little rought to make it hard to see where the edges were in the final image. You can do that by making a copy of the white selection, expanding it a little and and running it through a texture filter and then flattening the orginal selection and the textured filter together to get the ragged edges the expand outside of the white slections a little.

You may have to touch up the final result a little but that shoud be no big deal. The whole thing should not take more then 10 minutes.

I did not go through every little step, but I guess you have your own ways of getting there.

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