arcady opened this issue on Feb 27, 2006 ยท 15 posts
thundering1 posted Mon, 27 February 2006 at 4:38 PM
Attached Link: http://http://www.renderosity.com/viewed.ez?galleryid=1136029&Start=1&Artist=thundering1&ByArtist=Y
http://www.renderosity.com/viewed.ez?galleryid=1136029&Start=1&Artist=thundering1&ByArtist=Yes 3D Bathroom view seen from the hallway, big blood splats and drips - not very pleasant to look at so keep that in mind should you decide to look at it. Is this kind of what you're looking for? The walls were rendered clean - all blood and grunge was added in PS. In PS I chose a splatter-like brush, hit F5, checked and tweaked the "Jitter" (as well as Roundness, Angle, Minimum) under Shape Dynamics, made it further spacing to where it ALMOST was separate splats but still a line, checked Noise - played until I liked the texture of the brush. I chose a medium Red color, left the Opacity at 100% and painted away on a new layer on top of the original image. Change the Layer Mode to Multiply and it goes DARK - which is why I chose a medium red. The reason to change the Layer to Multiply is because you'll have the colors you just painted, but the texture of the walls/surfaces underneath. The cracks in the mirror were painted on a Layer below the blood. The blood overtop the mirror was separated onto its own layer, moved just a bit to show it's not the same depth as the blood on the wall, then THAT was duplicated, reduced opacity to 50% and moved just a hint up and to the right (I think 2 nudges up and right with the arrow keys) to show it is reflected on the silver below the glass of the mirror (which is what the blood would actually be SITTING on). Now, if you know how to create your own textures in PS to apply to surfaces, you can use this technique to just make it part of the texture Color map. Then when you make a Bump map it'll fit perfectly, and when you make the Specularity map, the underlying surface can be semi-reflective while the blood itself will be VERY reflective. Hope that helps- -Lew ;-)