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Voiceover: Hello everyone,
and thanks for watching 3dmotive.com.
My name is Cordell Felix,
and on this video, I will show you how to make
quick and easy edge scratches for a texture
in Photoshop CS6.
I will be showing you how to use
the Ambient Occlusion map of a model
and turn it into an edge map to use as a base
to get in some quick scratches on the model.
I use this technique on any model
that needs some roughing up or is just generally dirty.
It will help add a lot of wear and tear to a model
very quickly.
I will be using Photoshop CS6 for this tutorial,
and will show the applied scratches on this 3d model
in 3ds Max 2013.
The only thing you will need for this
will be a grunge-type brush in Photoshop.
Just about any grungy brush should work
for this technique.
For the set up, I will be using my sci-fi beer cooler
to apply this technique to.
I already have the diffuse, specular, and normal map
applied to this model in this scene.
I will just be adding the edge scratches
on top of the diffuse.
Let's hop into Photoshop,
where I have the High Poly Ambient Occlusion map
already sitting on top of everything in the layers.
this works with the Low Poly Ambient Occlusion as well,
but I recommend you use
the High Poly Ambient Occlusion map
since it holds more detail edge information.
We will be using a couple of the Photoshop filters
here located at the top.
I'm gonna go ahead and make a copy
of the High Poly Ambient Occlusion map
because I want it to be non-destructive
and I want to be able to go back to that if I need to.
To start, we need to go to Filter > Stylize > Find Edges.
This should turn all your edges black
and you can see that it pretty much got
almost every edge there,
and it has all that information still there,
so it's pretty nice.
The next thing we need to do
is to invert the image,
so it will turn those edges to white.
Now we need to get these edges
to look more like scratches.
Right now, they're very straight
and not very convincing.
So, in order to get them to look like scratches,
we can use a filter for that.
Just go to Filter > Filter Gallery,
and here you will see a bunch of different folders
that give you different styles of overlays, pretty much.
I use the Splatter map,
and make sure it's under Splatter here,
and I use a radius of 3 and 7.
If you bump up the radius,
it should get a lot more rugged,
and that just doesn't look too good,
so I'm just gonna keep it at 3 and 7 now.
With that applied, it messed them up a lot,
and we can start to use this as a base
and work from there.
The next step is to isolate the white from the black.
To do so, we want to go to the layer style
by double-clicking on the layer in this open area.
If you double-click on the text,
it'll rename it, so make sure you double click here.
Once you open that, you will get the layer style menu,
and we want to get rid of the black.
So, here's the Blend If bar,
and you want to mess with the top value,
and just if you bring that down,
it'll start to get rid of all the black there.
You can use this with other textures too,
if there's a pure color.
Say if I wanted to get rid of the white,
I would use this white side,
and you can start to see through there,
so we wanted to get rid of the black,
so lets bring that down.
That's pretty good.
Now that the white scratches are isolated,
we want to have them on their own layer.
The layer still has the information
of the black behind it,
so we can go in there and bring it back,
but I want them to be on their own,
so we want to create a new layer
by clicking this new page here,
and we want to merge the two.
In order to merge both of them,
you can select both of the layers
by holding Ctrl.
and then hit Ctrl+E.
That will merge the two together.
Now, the white scratches are completely on their own.
There is no more black background,
and we can not bring it back.
Now that we have the white scratches on their own,
we want to make sure that everything here
is going to be on the lighter side.
You can still see that there are some black scratches,
gray scratches and stuff,
but we want to get those all to be white.
In order to do so, you can hit Ctrl+U,
which will bring up this menu,
the hue, saturation, and lightness,
and now I want to crank this up all the way,
which will make everything white.
Hit 'OK' to apply those settings.
Now we want to smoothen out these edges a bit
because they are very pixely and very just rough.
In order to make them a llittle bit more smooth,
we can use a filter for that.
Go to Blur,
or Filter > Blur > Gossian Blur,
and have the value at 0.5,
and this will smooth out the edges a lot
and we'll use some more techniques
to make it look a bit better.
The next step is to use the Unsharp mask
to eliminate any blurriness.
To use the Unsharp mask,
we go to Filter > Render,
or, sorry, Sharpen > Unsharp Mask
and that'll bring us to this menu,
which will generally thicken the lines a little bit
and it will completely eliminate
the blurriness to them.
I have the radius set to 150.
You can mess with this value.
Less is, makes them less thick
and a little bit more blurry.
Somewhere around 150 is just fine,
so hit 'OK'.
That's pretty much the last step of using the filters.
Now our next step is to get these scratches to look
a bit more realistic.
We can't really use it right now
because the scratches are everywhere.
They're at full value,
and we want to put them in just desired areas.
So I know that on my model, there's some scratches
where I know where they could go,
and where they shouldn't go,
like in these middle areas underneath this bridge thing.
I generally want scratches right here,
maybe here, some in the front here,
and just any corner, anywhere that I want
to just look rugged.
Maybe this thing fell over just on concrete,
Now we want to get rid of the edges
by adding a mask,
so by adding a mask, it'll give us that new mask layer,
and in order to get rid of them,
I'm going to fill the layer with black,
so hit G for the bucket,
and click once to get rid of all the edges.
Don't worry, they're still there.
Black will erase and the white color will bring back,
so if I hit, if I fill this with white,
it'll bring the edges back
and fill it with black again.
I want to use a grungy brush.
i'm gonna hit B.
You can look for any grunge brush that you want.
Hopefully you have you're own.
If you don't, I recommend just googling
'Photoshop grungy brushes'
and you'll find some sort of download.
This one works for me, so I'm gonna use this one.
Again, using the white and black,
white brings back the edges
and black will erase the edges.
You've gotta make sure that you're on your mask here,
and I'm gonna just start painting in the scratches.
I know my unwrap pretty well,
and hopefully you do too.
I modeled this guy and packed him,
so generally, I know where everything is.
I already mentioned where I want the scratches to go,
and I'm gonna do some on the front here,
so I'm gonna paint in some scratches right here,
using the grunge brush and the white,
so if I just click-and-drag,
you could see some of those scratches coming back.
I can go around and just do this,
but I'm gonna be a little bit more careful.
I'm gonna use the black
to kind of erase some of this again.
Just be creative with it.
It's a really easy process.
I went ahead and added scratches
to most of the texture,
and I just wanted to make a quick note on
when I do add these scratches back in,
that I add them back in and at a full value,
and I feather out the edges with the black brush,
so I'll just do a quick example of that.
As you see, usually when you bring in the scratches,
they're very white.
It's just too much,
so once you do that,
just kind of make it like a good fall off,
so that way the scratch just looks a bit more realistic.
I'm gonna save out the texture
to apply to the model now
to check the scratches were applied in the right areas,
just to make sure all the scratches makes sense,
so I'm gonna save it out.
Let's go to File > Save As
and save this as Targa,
so go there and overwrite my existing file.
Just go into 3ds Max, and it should pop over.
There we go.
Now let's check on the model and make sure that
the scratches are all in places that make sense.
I don't want any scratches in areas that
are just like in large surface areas like this
and underneath things.
Generally, there shouldn't be scratches
in that kind of stuff.
So you can see that the scratches that I added,
they stick out pretty nicely,
like along these edges here,
on these faces here.
If any scratches are not where they should be,
just go ahead and go into Photoshop
and paint them back out.
That about wraps up this quick tip.
My name is Cordell Felix,
and thanks again for watching 3dmotive.com.