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Tutorial 2:
Painting Patina
or
How to make realistic sand abrasion and muddy surfaces on
vehicles
Due to average
level of textures of most addons being created, I have decided to
support ambitious addon-makers with this tutorial. I hope this will
help people enhance visual aspect of their addons.
I have created sample texture for purpose of the tutorial – it
should answer many questions concerning particular stages of work
described in the tutorial itself. The texture is pretty self-explanatory,
you can download it as PSD file with preserved layer structure. (The
texture is fictious and potentially useless– I dont want it to be
used in any addon.)
As I mentioned in my previous tutorial, the vehicle’s environment is
crucial feature you must consider before starting. There are
basically three three environment categories: desert (lots of dust
or/and sand), summer woody and winter woody terrain. In this
tutorial, I will describe how to make textures for desert and summer
woods environment.
Krok 1:
Getting Started:
The whole work begins with printscreen of particular model part in
Oxygen. This printscreen is inserted into new Photoshop window and
is cropped to show the part I want to texture (gray rectangle –
Layer 1). Then I create new image in size of the texture (256x256 px),
insert the gray rectangle and change its size (without deforming it)
to fit size of texture.
The image is topped up by another texture bits as the work goes
further – it is always better to utilize the whole extent of texture.
I can suggest you to return to the textures already made and use
remaining space for smaller parts.
I would also like to comment the question of texture size. Mayn
people waste space with 512x512 or 1024x1024 textures while not
using all the space such textures offer. Your goal should be to use
every pixel of your textures wisely – I have used only one bigger
texture on my PzKpfw IV, in size of 1024x256 px.
Another thing I can suggest is to paint textures in their final size
and not to paint big textures and scale them down. This would simply
devalue amount of detail and efforts being put into painting them.
If the area you want to texture is about 256x278 after you resize it
into texture, it is easy to balance the disproportion by slightly
deforming the texture to fit the texture size after you paint this
area. Beware the greater differences, I will not suggest you to try
to deform such textures in the described way.

Krok 2:
Basic Background:
This step is a piece of cake, I just paint the area with the basic
colour tone. This is the tone which corresponds to the colours the
vehicle is painted with in the real life. In this case I choose tan
and olive green. Don’t forget to lock layer opacity before filling
the area!

Krok 3:
Adding Panels:
Let’s add some panels now! I will add some plate or hatch. I will
make the shape of the hatch in layer above and fill it with (just to
see it) slightly lighter tone of the basic colour.

Krok 4:
Basic Shading:
In the Layer 4 there you can see the basic shading I made. The area
was divided by the vertical line into two parts of panelling.

Krok 5:
Surface Shading and Weathering:
I continue with detailed shading of surface. If you look around, you
surely noticed that painted metal plate changes its appearance under
the ruthless influence of environment. This is exactly what I try to
take note of when creating a real patina. As the time passes, solid
coating of the plate changes in following way: central part of the
plate gets lighter (weathered) and its border parts get a bit darker.
On the edges apparently concentrates more dirt than on unprotected
central part. This is what I try to imitate with the tablet pen. I
also use some of the „natural“ brushes contained in Photoshop to
vivify the shading by few gentle touches.
You can also paint some water or oil trickling. Presence of such
effects should be considered carefully – it is natural that the
painting will be more weathered and soiled in the lower parts of
hull and in the places of intensive crew movement.

Krok 6:
Shading and Weathering II – Hatches:
The same as above applies on the area of hatches.

Krok 7:
Screws and Rivets:
I crate rivets in special layer. I usually paint one piece, select
it and and copy it using ALT (or ALT+SHIFT when I want them to copy
in extent of single layer) in desired numbers.

Krok 8:
Scratches:
This step is very important! I create special layer containing
scratch pattern in order to improve texture appearance after it is
converted into 256-colours palette. The solid surface structure is
visually „disintegrated“ – this will add some realism to your addons
as well as prevent creation of ugly effects that often occur after
the palette conversion. This layer intensity should be very fine,
otherwise you get everything else except the realistic surface
effect :)

Krok 9:
Finishing Touches:
This is only step that keeps you from a really nice texture! This
step was divided into two separate parts, which will guide you
through the final part:
Sand Abrasions:
Desert environment is quite hostile in terms of (originally) perfect
painting of the vehicle, not to mention activities of crewmen. This
lead to partial removal of finishing and uncovering of dark grey
steel surface on exposed parts like brinks and margins. I usually
add some plasticity to such places (see Layer 9a) – I add soft touch
of light gray on the border of „coloured“ area and also right in the
space of the graze (metallic gloss).
I also highlight top edge of the plate and hatch with light grey.
The thin line is enough.
You should remember a „golden rule“ – DO NOT EXAGGERATE!

Making Mud:
Painting mud could earn its own tutorial. Making a good appearance
of this trickling mass is quite hard thing to do, and you will
certainly need some artistic talent in addition to big portion of
enthusiasm and refined technique!
Before you start painting, just remember that wet mud is much darker
than dry mud. The „muddy“ model should have the dark (wet) part on
the bottom, on the top there will be dried and thiner coat.
First of all, I paint dark part of mud layer, which also determines
the basic shape of sparged area.

Then the new
layer is created, moved under the layer of dark mud. This one
represent softened transitionally border of the „wet“ areas. The
last layer contains final coating, which completes the whole
composition. This layer is absolutely most important, it contains
the highest muddy splashes, which may be painted flowing downwards.
If you decide to paint such effect, you should consider all
roughnesses and obstacles the flowing mud may encounter on its way
to its Mother Earth ;) In case of our sample texture, I painted some
mud over the hatch (only on the top edge) and also gently „smudge“the
line between the panels. As a final operation, I use dark tone of
mud colour to softly indicate plasticity of the muddy splashes.

And the texture
with realistic patina is done :)
I hope this tutorial help you creating better textures for your (certainly
excellent) vehicle addons to satisfy the whole community.
I would like to
prepare few more tutorials about painting armor tracks, adding
realistic Zimmerit effect, making snow patina or folds on uniforms…
Stay tuned!
Download texture (PSD)
Marfy/Ivan Buchta
Marfy (Desert OFP) ©
2003, All Rights Reserved
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