Painting dirt
using vertex painting
Written by: Julio Juárez
In this tutorial
you will learn a very simple but effective way to add dirt to an object using
the vertex paint tool. Take note that you can also use this method for applying
rust to metals or for adding more detail to a texture.
- First
well start by creating a teapot and upping the segments to ‘6’ but feel
free to use any other mesh if you want.
- now
well convert this object to an “editable poly” by right clicking->convert->editable
poly
Note:
you can use this method in all types of surfaces (nurbs, patches, poly’s
and meshes)
- now
we will make a sub-object selection in order to choose witch parts of the
object will be paint able (selected) and which parts will not (unselected),
click on the polygon sub-object button and marquee select all the polygons
of the teapot which will make them all paint able.
- Now
apply a “vertex paint” modifier to the object.
- under
the vertex paint parameters click on the ‘vert
color’ toggle in order to display or disable our paint in the viewports,
you can also use the illumination toggle to turn scene lights on or off,
keep illumination ‘off’ and vert color ‘on’ for
now.
- now
were ready to start painting, before we start ill explain that in this case
we will only need to paint using black, gray and white colors what this
will do is define the areas were the dirt will be visible, dark colors is
were the dirt ‘will’ be visible and white/light colors is were it will ‘not’
be visible, with that in mind lets start painting.
- Click
the paint vertex color button in order to activate the paint tool.

Note:
to change a color just right click that specific color and pick another one
in the color selector, it is up to you were you want to paint your dirt. Here’s
a screen of my finished paint.
- After
you finished painting the object were ready to use this information in the
material editor in order to add the dirt to our material, press the ‘M’
key on your keyboard to open the material editor.
- we
will use a “blend” type material in this case in order to separate our dirt
material from our base material, so click on an empty material slot, then
click on the material type button (the button that says standard by default),
from the material map browser window select ‘blend” and click ‘ok’.
Note:
It will ask you if you want to discard old material or keep the old material
as sub-material, just select discard.
- Now
what will make the dirt material in the ‘material 1’ slot, expand the material
1 slot.
- scroll
down and open the ‘maps’ rollout, we will use a noise map for our dirt color,
click on the button next to ‘diffuse’ and pick ‘noise’ in the material map
browser.
- With
the noise parameters expanded in the material editor, change the colors
of the noise material, give one color a gray-brownish color tone and a lighter
gray-brownish tone to the other, and make sure the colors have a low saturation
/sat value in order for the dirt to be more on the gray side to make a more
realistic dirt material.
Note:
for the first color I used a color value of R:113
G:103 B:78 and used R:161 G:146 B:111 for the second color.
- Change
the noise type to ‘turbulence’, the size to ‘10’ and the ‘high’ threshold
value to ‘0.5’ in order to give more detail to the dirt.

Note:
feel free to add more detail to your noise material you can even use yet another
smoke map or even a noise as one of your smoke colors and one for the other
in order to make an even more detailed dirt material.
- Click
on the ‘go to parent’ button ‘twice’ in order to go to the root of our blend
material, now click on the button next to the mask and assign ‘vertex color’
to it from the material/map browser. What this does is that it blends our
dirt material with the base material (material 2) according to the color
information in the vertex color map we painted.

Note:
like stated on step 6, dark colors is were the dirt
‘will’ be visible and white/light colors is were it will ‘not’, so you can
say that material 1 (our dirt material) is the black color and material 2
(base material) is the white color and the mask image blends the two together.
- Were
finished!, you can change the parameters in material 2 in order to get a
more interesting base material but since this is a tutorial for making dirt
we will live the base material as it currently is.
Note:
this is not necessary but for testing purposes you can change the diffuse
color for the material 2 to white in order to make the dirt a little more
apparent especially if you plan on making further tweaks to it.
With
that said just render your scene!.
Final note:
you can use this method for making things such as metal rust or adding details
or different maps to only certain painted areas, this is a very good method
because it gives you allot of control over the final look of the dirt especially
to more complex models because were using vertex coloring we don’t have to
deal with unwrapping or dealing with uvm’s in order to add the materials to them, hope you got
something out of the tutorial.
This tutorial was written by: Julio
Juárez


Copyright ©
by Julio Juárez