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how to make textures look used

F747fly

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For the stairs on top of the (old) Sperenberg AFB's tower I made two warning signs that would be common in this situation:

achtungniederigedecke_zps59bf0202.png


And another one in russian (with the same basic layout)

Anyway back to the question, how do I make it look like it's been up their in all weather scenarios for a long time? how do I make it look batterd?
 
do you have a graphics program like photoshop? If so, make some layers, and add a noise filter. Or experiment with painting some browns and grey on new layers, and reduce the opacity until you start feeling good about how it looks. Go look at real "weathered" signs and think about where on the sign the weathering is most found.
 
do you have a graphics program like photoshop? If so, make some layers, and add a noise filter. Or experiment with painting some browns and grey on new layers, and reduce the opacity until you start feeling good about how it looks. Go look at real "weathered" signs and think about where on the sign the weathering is most found.

Yes I've got photoshop, thanks for the advice, would a scratcht layer also help?
 
Sure, the key is to experiment. You'll figure out looks that you like. Don't forget to explore a multiply layer, in which using black and white promotes and demotes pixels below.
 
At http://www.cgtextures.com there are a bunch of what they call 'decals' that you can lay overtop of something like that to dirty it up. I'd probably look for a streaking rust decal and set it overtop of everything, play with the blend mode ("multiply", "darken", or "overlay", etc) and opacity until you find what you like. One of the things that takes away from it IMHO are the crisp lines that make up that perfect text, I would probably rasterize the text layer then use the eraser tool with a sporadic brush to knock off some of the sharp corners and make the lettering look worn & chipped somewhat (there's a "scattered maple leaves" brush preset I use a lot with a size setting of 5-10 px that works well for something like that). Mainly don't overdo it, the tendency is to really dirty it up and make it look ragged and ratty as hell but it'll actually look more realistic if your weathering is fairly subtle. As Bob says, experiment.
 
At http://www.cgtextures.com there are a bunch of what they call 'decals' that you can lay overtop of something like that to dirty it up. I'd probably look for a streaking rust decal and set it overtop of everything, play with the blend mode ("multiply", "darken", or "overlay", etc) and opacity until you find what you like. One of the things that takes away from it IMHO are the crisp lines that make up that perfect text, I would probably rasterize the text layer then use the eraser tool with a sporadic brush to knock off some of the sharp corners and make the lettering look worn & chipped somewhat (there's a "scattered maple leaves" brush preset I use a lot with a size setting of 5-10 px that works well for something like that). Mainly don't overdo it, the tendency is to really dirty it up and make it look ragged and ratty as hell but it'll actually look more realistic if your weathering is fairly subtle. As Bob says, experiment.

I found some goodones there thanks!

So is this overdone?

achtungniederigedecke_zps3529271b.jpg
 
For my personal tastes, that sign looks over weathered. The amount of weathering really depends on the environment it is in and how old it is.

For example if the airport is on the coast, the sign would be more corroded than a sign in the aussie outback. Conversely, the sign in the outback would be a lot more faded from the harsh effects of the sun, and less corroded.

As others have said, try to make it subtle, just small variations in colour tone and brightness. Less is more, as they say.

Sent from my GT-P5210 using Tapatalk
 
So is this overdone?

Given the photos of that tower from the windows thread I'd say it fits but it might be slightly overdone if you're modeling the airfield in an operational state. The beauty of being the developer though is that you get to decide what things should look like :) .
 
well, I'm modeling it of what I can find most information about. the ending of the 1974.

here are some pics:

1_zps27efb1ac.png


2_zps185d3e62.png
 
I think its cool how you've gone from unsure what to do to making cool experiments. Bravo! I like the dirt steaks a lot. The rust on the bottom seems overdone to me. I also think if this sign is vulnerable to rust, then there would be some on the other edges too, not just the bottom. But note how the conversation has changed, from "what do I do" to "artistic values". That's to your credit for fast learning!
 
+1 for weathering the top and side edges, or crack/peel or curling them slightly, depending on the sign type.
 
A sign with that much rust on the edges I would expect it to have chipping and cracking in the paint with more fading throughout along with bleeding. It still looks too new for that much weathering.
 
F747fly,
I think here is a German spelling issue on the sign: Niederige should be Niedrige. However, may be the original sign was indeed written the way it shows. In this case sorry about my comment.
 
F747fly,
I think here is a German spelling issue on the sign: Niederige should be Niedrige. However, may be the original sign was indeed written the way it shows. In this case sorry about my comment.

Actually I think you're right about that, I just typed it too quick.. Thanks for the notice! :)
 
Something else you might consider is painting dirt/dried puddles on some textures. On a sign it might look out of place, but anything on the ground or on a roof and it can really add an element of realism. You can easily do this by painting a layer of dark grey on your texture and setting it to blend mode "burn" (if you are using Gimp. I don't know if Photoshop has this, but there's probably an analogue). For a dirtier look, outline the entire area with a light brown on a new layer above it, also set to "burn". If you want something that's absolutely filthy, add some highlights with light red on a third layer and set it to "multiply". Use the smudge/smear tool on the two lower layers to heavily blend the edges, and to lightly blend the highlights. Final step is to create one more layer, filled with a grey (RGB: 128, 128, 128), with a slight amount of noise applied, and set it to overlay.
You can mix this with various dirt overlays to get some pretty convincing weathering effects. One thing to note, though: keep it subtle. I've noticed that a lot of developers have a tendency to make their weathering look overdone and almost cartoonish. Just something to keep in mind.
 
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