This is the sort of look I wanted to achieve with my project. The rust was my particular focus although the blandness of the real roofs wasn't desirable to I gave mine a more stained appearance.
To texture the roof of my small shack I created a very simple gradient object in Illustrator.
I then copied that into Photoshop and applied some levels effects to reduce the contrast.
I created a few new layers above this and started to paint in some brown rusty colours. Long streaks and patchy bits to give it some variety.
The last layer I made used a photo of some real rusted roofing so I transformed, skewed and stretched that image to fit my perfectly aligned texture. I used the colour selection tool to only select the rusted parts of the photo reference and cut the rest out.
A blend of all of these layers gave me my final roof texture.
To make the normal map I employed the use of nDo2, a Photoshop extension that I used on a trial basis.
It works in a way that's very similar to how the sharpening tool works, you can control the size of the UV, the intensity, depth, softness and all sorts of other attributes as well as have a live 3d view of it.
A blend of all of these layers gave me my final roof texture.
To make the normal map I employed the use of nDo2, a Photoshop extension that I used on a trial basis.
It works in a way that's very similar to how the sharpening tool works, you can control the size of the UV, the intensity, depth, softness and all sorts of other attributes as well as have a live 3d view of it.
Using the preset, medium standard, you get most of the detail you want plus you're able to use four very simplistic sliders to achieve more/less details in the places you want
I used this tool to create all of my normal maps except for the bin-bags, which I tried using Mudbox instead.
In Mudbox I neglected to keep in mind that moving the wire-frame's fundamental structure would ruin the normal map output so it wouldn't properly align. I tried to remedy this by Photo-shopping the normal map but it's very difficult to get it to blend correctly. What might look fine in Photo-shop becomes glaringly obviously bad when rendered in 3D.
One of the bin-bags I made from a sphere in Mudbox actually looks alright as I managed to sculpt consistently in the right places from the lowest detail model all the way through to the highest level I used.
I tried to create a normal map for my model of a table using Mudbox initially but that turned out to be far worse than one I tried in nDo2.
For most of my assets I used textures from http://www.mb3d.co.uk who have a huge free library of textures for use in personal and non-profit projects so I grabbed several of these.
The great thing about these is that they're tile-able. For surfaces like pavements, roads and the interior floor these textures were invaluable.
One of the bin-bags I made from a sphere in Mudbox actually looks alright as I managed to sculpt consistently in the right places from the lowest detail model all the way through to the highest level I used.
I tried to create a normal map for my model of a table using Mudbox initially but that turned out to be far worse than one I tried in nDo2.
For most of my assets I used textures from http://www.mb3d.co.uk who have a huge free library of textures for use in personal and non-profit projects so I grabbed several of these.
The great thing about these is that they're tile-able. For surfaces like pavements, roads and the interior floor these textures were invaluable.


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