If you google “worn edges” or “destroyed edges 3d modelling” it just throws you bunch of addons which is frustrating. If you don’t wan’t to use addons and go through the process of installing and figuring out how the whole thing even works, we can create really good looking edges with Photoshop. And if you wan’t to go beyond that I’ve added lots of extra content on this article. You should get really good picture of whole work.
This tutorial is for beginners (or more advanced) so we’ll go through every step of Baking and working with Photoshop.
The most important part, oh yes! Uv map! What will ya do without it? Nothing.
Terrible result you’ll get with 3 seconds work:
15 minutes of work:
It would take me 32 images to explain how i did it. But small summary of it would be, mark seams and select one area you’d like to be an uv island and select Unwrap. Use Average island scale and finally Pack islands. It will get little messy but Pack islands does it work.
By the way: this is really good uv mapping practice, if your skills lack.
Creating Maps and Baking
You’ll need 2 maps. Ambient Occlusion and Diffuse.
New image settings (png):
If you haven’t switched to Cycles this is the point.
Create Material for your mesh and go to node editor and add:
- Uv map
- Image texture (Ambient Occlusion)
Pro tip: only add Uv Map node if you have multiple uv maps. With one uv map you don’t actually need it.
Lets add 2 more materials in our mesh:
- Make them red and black.
Assign EDGES to black material.
Assign WORN to red material.
Left Red color values.
Right Black color values.
Now we need to add baking targets in black and red materials.
- Back to node editor.
- Change image to Diffuse map you created.
- Copy uv map and image.
- Go to red material and paste.
- Do same with black material.
- Remove “WornEdges_M” material
Now we can bake Diffuse:
Create new photoshop document (2048×2048).
Select File -> Place embedded and add both your baked images (AO & Diffuse).
- Create 3 Directories and name them like in picture.
- Drag pictures in their directories and dublicate AO.
Right click on AO and select Blending Options.
- Select Stroke.
- Size to 10.
- Color to light gray.
Right click it again and Rasterize Layer Style.
Go to Filter -> Filter Gallery.
- Select Spatter.
- Spray Radius to 9 and same with Smoothness.
- And go back to Layer Style and in Blending Options:
- Use the sliders till you get rid of white and black.
- Only the Stroke color should be left.
This is how it should look like now:
Lets admire it in shitty lightning for a second:
It’s little bit combination of uv map and ambient occlusion. You can always make AO stronger in Photoshop though and get more edges out of it.
Best part is that you have really good control of edge width and how destroyed the edges are. Even if you do it thousand times you’ll always get the same result. Without Stroke effect result was really weak.
If one color don’t satisfy you, you can easily mask a grunge map on top of it and make it more interesting.
For Gimp users: you can archive stroke effect by holding alt and left click on preview picture (layer list). Select -> Border. And use effect like Shift on both axis.
Painting in Blender
We can fix it in Blender, it’s really easy…
Lets go to texture paint:
Umm… you need to select the material you want to paint on.
Color and brush settings.
Hide the ugly middle thingy:
Add where there is none:
Different brush color:
Remember to save your work.
Some things are in too hard places so lets paint straight on the image:
After few minutes you’ll realize “This is lot of work!” and never use this again.
To make it react with light and act like a real world thing we need Roughness map.
I found it really robust thing to do with Gimp.
Just adjust brightness and contrast till edges are black and surfaces are white.
Maybe add little bit of Gaussian blur:
Doing it with sliders and curves in Photoshop:
Not as good as Gimp gave me:
Quick way adding rust.
Add Black layer.
- Hold CTRL and left click on AO preview picture (layer list)
- Select -> Border: 8 pixels (or just paint inner area with white and use Stroke)
- Brown color
- Paint Bucket
- Filter Gallery
- Little bit different settings this time
- Spray Radius 15
- Smoothness 6
Back to Layer style and get rid of everything but brown color.
Sometimes photoshop crops the image by itself when you export it and it looks like this:
So add white or black layer on the background and you’re good!
So how do i render it?
Whole material setup:
In Blender 2.78 theres Principled Shader. All you got to do is drag diffuse to base color and roughness to roughness and you’re done. If you want metallic map invert the result you got with Gimp, so black parts are non metallic and white parts are metallic. Plus you can only use 2 color values in metallic, black as 0 and white as 1, not anything in middle like 0.853.
Also i added two small balls. Other is glossy and other is matte. So i know better how things should look like.
Files and Q&A
Article picture: https://www.blendswap.com/blends/view/74098