Texturing method.


#1

I’m trying to figure out the best method to texture a dirt track racing oval. I’m a novice when it comes to texturing and I’m not quite sure on what method would produce the results I’m looking for.

I can simply texture it with a single texture, but I’m wanting to produce lots a variation around the track.

Here is a link to a photo of a track model with the texturing I’m wanting to achieve…

http://www.3dnemo.com/3dmodels.php?page=3dnemoModels/DirtTrack.php

Would something like this be achieved with layers of some sort?

I’ve taken my track surface and placed a UV Unwrap on it in 3ds Max and painted it in Photoshop. The result didn’t look very good. At 2048x2048, the track surface detail was very blurry and looked terrible.

I’ve also looked into using a 3D painting application, but I’m not 100% convinced that would be necessary.

Any advice would be greatly appreciated!


#2

blend materials are gonna help you with this.

now i should say it’s important to make your dirt textures A) basic so it’s harder to spot patterns and B)tileable

UV your track so that it’s unwrapped in a straight line in your UV editor. once this is done you can scale your UV’s way outside of the 1:1 space and the dirt will tile (see B) as much as you need giving you the desired resolution.

make a regular old vray material and make it your basic brown dirt material (no real highlights or low lights just boring old dirt) once you have that looking awesome now you can start to make your variations. duplicate that shading network and plug in a lighter version of your dirt texture or just use nodes to make a lighter version of your basic dirt mateiral. duplicate your basic dirt material again and make a darker version of that, maybe even make this version a little more specular if you want it looking wet.

now create a vray blend material and plug your basic brown texture into your base material slot and the other two in the coat material slots.

in photoshop you can make a black and white texture that you can use to cut out the affects of the different coat materials by plugging this black and white texture into your blend amount slots. may as well make one texture each for the light and dark versions.

finally duplicate that straight UV set twice and label the duplicates “light” and “dark”. using UV linking you can connect the light and dark UV sets to their respective black and white textures. now move the light and dark UV sets around to get the variation and resolution your track yerns for.


#3

Thank you kindly, friend. I appreciate your time!