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CAGD 373 Blog Post 4

This sprint I was assigned a modular set to create the basic interior rooms out of, with three different textures for the walls. (a Square Brick Texture, a Cement Texture, and a Metal Wall Texture)


The actual modeling itself was as basic as it gets, I just made a few different shapes and sizes of wall along with a doorframe, with a couple floors and ceilings to complete the set.



The interesting stuff this week was the textures, all of which I made in designer! The brick texture was probably the most complicated, and the one I’m most proud of.


Starting with a brick generator, I used some gaussian spots to add some variance to the shape of bricks (using the spots to “cut out” chunks of the perfectly square bricks) and that worked pretty well!



After that, I used a grainy looking noise map to fill in the black part of this mask to add in the noisy texture of mortar between bricks



Next, to add some color variation to the bricks, I used a flood fill node, which was able to identify all the individual bricks!



Afterwards, I plugged the result into a flood fill to random grayscale node, and then I had a bunch of bricks ranging from white to gray to black. Using that as a mask in a blend node, I was able to color the bricks differently with a gradient between two colors!



Finally, after adding blending some more grunge maps on top for additional texture, I blended the bricks and mortar back together for the final texture!



The concrete texture was much simpler, I took two gray colors and blended them together a few times using a series of different grunge/noise maps



The ridged metal texture was a pretty interesting challenge! Similarly to the sheet metal, I started with a tiling gradient. To give it some more flatness, I used a levels node to thicken the white portions of the texture



Next, to create the rivets in the wall, I started with the actual screw hole. By stretching out a small blurred dot, rotating it, and then blending it over the original, I was able to get a pretty good result



Next, I inverted this grayscale texture so that I could use it to punch a hole into a circle



Using some transform 2D nodes to shrink the screws, then offset and tile them over the whole texture, I had the screws for the wall done!



Finally, I using some very squished directional scratches, I added a grain to the metal, and then added some scratches as a finishing touch



The final product looked pretty decent!


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