From the course: 3ds Max: Game Prop Creation
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Painting dirt and age variations
From the course: 3ds Max: Game Prop Creation
Painting dirt and age variations
Things are coming along nicely with the models and the texture. We've got basic textures on the ladder, the sledgehammer, and the shipping containers. I still have a few things to work out; the holes in the shipping container, and I need some dirt. Why dirt? Well right now this is a really clean ladder and a really clean sledgehammer, and actually, the ground is really clean, next to my really rusty containers. A lot of what helps make those tiling textures match nicely in a scene are dirt decals, or overlays that add some local variation that we can move around as we need. I'm going to zoom in on the sledgehammer and we can really see that it is really clean. I'm going to paint a dirt overlay with an alpha channel in Photoshop, and I'll bring this in and see how it looks and show some ways to apply it both in 3ds Max and in Unity. In Photoshop, I'm starting out with my working PSD of my tools texture atlas. I'm going to start a new layer by pressing Ctrl+Shift+N. I'll name this new…
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Contents
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Overview of modeling small props1m 1s
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Modeling a sledgehammer2m 52s
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Adding detail and smoothing groups4m 42s
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Unwrapping as part of a texture sheet4m 56s
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Modeling a ladder5m 6s
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Adding detail and smoothing groups3m 10s
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Unwrapping for the ladder5m 47s
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Placing the clean texture5m 51s
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Laying out a texture sheet for multiple tools4m 50s
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Painting galvanized steel6m 59s
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Adding dirt and wear6m 48s
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Planning for optimal texture usage2m 48s
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Painting dirt and age variations8m 34s
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