Worn edges / by Xuan Prada

This technique is based on “worn edges techniques” by Neil Blevins.

Requirements

  • 3D Max Scanline Render
  • SoulBourn Scripts
  • Warp Texture Script
  • All the objects must have a correct UV mapping

Procedure

  • We must complete perfectly the UV mapping of the objects, without overlappings and similar common issues.
  • To reach better results, we need more geometry information, especially in the corners.
  • For that purpose, duplicate the objects, rename them and apply them some bevels in the corners and one or two turbosmooths if necessary. (but try first only adding bevels).
  • Note: All the object mesh must be “Editable Poly”.
  • Select the object and execute “Corner edge to vertex map” script.
  • We will have to play with the low and high angle parameters, especially decreasing the intensity of the low angle when more complex geometry has the object.
  • The next step is to distort this mask created by vertex color, to give it more caotic shape and indeed, more real aspect.
  • We need to download the “warp texture” plugin.
  • In a standard material connect the warpt texture to diffuse channel.
  • In the target input connect a vertex color. 3D Max put by default the vertex information which we have generated previously with the corner edge to vertex script.
  • In the warp input connect a procedural noise, whose parameters will vary depending of scene scale and object size.
  • If we hit a render we reach a pretty decent results, but we need to define better our mask.
  • If we put an output in the vertex color channel, we can play with the curve for empathize the results.
  • In the noise we can also play with his output.
  • To finish, we can bake this mask to paint it in a more appropriate software.