Gothic Knight 说:
mr.master 说:
Alrighty, Coo'. I made a new helmet. Hope you like it

It's a Early Great Helm.
Yep, it's one of my favorite helm types other then the Pigface(medieval wise). Good work on the metal, but you could use a better mail texture.
Thanks :3 Yeah, I never really have had a good mail texture so I use what I find

.
J12-19 说:
Awesome helmet! I love the worn out look you put on the edges. I'm wondering, where did you learn to texture? I'm a horrible texturer and I can't find any good tutorials. I know how to UV map and copy paste images but I'm looking to learn how to make realistic looking scratches, scrapes, rust, and making my own textures from scratch.
Thanks mate :3 Yes, I love to put the worn look to them. Makes them more realistic imo if not overdone.
Texturing, texturing. The thing which may be the hardest thing to learn. Well, was for me. The lack of proper tutorials and the fact that using images was just bad didn't really motivate to try out my own. Later on when I realised that I can't always rely on photo textures on everything, as I they look bad. I started to trying out to make my own textures. It was a pain in the ass for a long time as there were no proper tutorials on making example, your own metal texture. Or I couldn't find at the time. I experimented but never got a good result. Sometime, I went on to search new brushes, and found very good grunge & scratch brushes. Downloaded a few, and started experimenting with them. The difference was huge after I got a basic idea. I had a basic formula that I used for making my metal textures:
Main Color
Fill the main color spots with a black color using Grunge & Scratch brushes x3. Meaning, I did atleast 3 layers of them, just using different brushes. Then, 3 layers of white using Grunge & scratch brushes to balance out with the black layers. And at the end, I added a perlin noise layer. Overall, the results were somewhat good. You just had to make sure that the result didn't look too dark or like concrete if used too much black grunge layers. Playing around with the opacity of the layers, and blending modes of course helped. Now this was the formula I used for quite sometime. I had somewhat very good results, but still, it wasn't quite there.
Later on, a friend of mine linked a metal texturing video. I gave it a look. It didn't really have anything new, expect one thing. Erasing the grunge layers with the same brush you painted it with. Now, it may not sound big, but when you do many layers with this style, it will give the final good look. So, nowadays, the formula is this:
1.) Color Layer
2.) 2 layers of black, using 2 different grunge brushes.
So, first, you fill all the color spots with the color you want, using a grunge brush. Then, you use the same brush and same size to erase some of the just painted color. You don't delete everything. Steadily erease from here and there. Then, put the blending mode to example, Overlay. And play around with the opacity. It's important that the 2 first to grunge layers are not too visible. Just a bit.
3.) 2-3 layers of black, using scratch & grunge brushes.
Same thing, paint first, then erasing. Now these can be much more visible, but I never use 100% opacity on any of them. Play around with them.
4.) By now, we have a good looking texture. Then if you want, you add a perlin noise texture layer, and put it to either overlay or multiplay, and tone down the opacity so that it's not too visible. Creates a nice effect don't it?
5.) Now, to give it a nice look, we create a new layer from the visible. Now, as we have the layer selected, we go to filter --> sharpen/enchance or whatever it's in english and ---> Un-sharpen mask.
Now, Play around with the settings. By any means, you don't want to over use it. Just so that it makes the whole texture a tad more sharpen, and may give it some shading on certain parts.
6. Optional) Now, as that's done, I usually go to messiah studio for the final part. Baking. Messiah studios uv bake is not the best, but not the worst. Basically, I configure a material in there for my helmet, play around with the settings, and bake the material into the uv. That usually gives the final realistic looking texture. After that, I just go and make the normal and spec maps. Many other programs should have this baking thing too. Blender has, Cinema 4D has it etc.
7. ) Now, of course, you could add a new layer for the scratches before the visible layer, and use grunge & scratch brushes on the edges, and then again erase them a tad. I also do small scratches by using a 0,01 soft brush and painting all over the helmet. Then just overlay the layer and tone down the opacity. Lastly, for some other scratches I want, I go to the main color layer, use dodge tool, exposure to 25 and brush size to 0,10 and scratch some edges, and finalize it with 0,01.
Maybe a bit confusing to read or to understand. I could a stream to show this, or some pics?