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I'm on the road to modeling and texturing a old castle ruin near from home, I scanned the ruins to have some blueprints and realistic texture patterns. The project is modeling the missing parts of the castle according to archaeological and historical research. I finished modeling and wood texturing, now I'm doing the stone and wall texturing and it's not so easy. My walls look too flat and too perfect. Like this : https://static.turbosquid.com/Preview/2015/07/01__15_19_09/DropBox1.jpg5eb77065-e582-4e26-b5a5-cb0c24584200Original.jpg

What I'm looking for is something like this: https://scontent-cdt1-1.xx.fbcdn.net/v/t31.0-8/26678036_10154856331376548_8505651681109732632_o.jpg?_nc_cat=101&_nc_ht=scontent-cdt1-1.xx&oh=951814aca7a176960673a9fc09a25c7c&oe=5CE648AF As you can see on the foreground wall, there are some water infiltrations on the bottom, some of the bricks looks broken, the plaster touchs ... everything looks irregular, its realistic. Or on this one https://cdnb.artstation.com/p/assets/images/images/013/447/289/large/jessyca-lemire-bertrand-s21-003.jpg?1539642248

It's what I want to do on my wall and I want to know the best way.

Is there any solution to mix a repetitive texture pattern (e.g. the wall texture) and painted parts in multiple layers?

If it's no, what is the best way to have these kind of effects?

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  • $\begingroup$ Can you show some screen shots that explain what your mesh wireframe looks like, how you are using the textures so far and how the UV map looks? I would suggest some things but I can't tell from the first picture how you have the texture mapped and if you are just tiling an image. I would suggest looking at using more than one UV mapping so that you can tile a texture and also have another image texture for each wall that can add effects like grunge and broken area. If no one else can, I will make an example this evening. $\endgroup$ Commented Feb 14, 2019 at 19:35
  • $\begingroup$ Hi Craig and Thanks Actually, my wall are pretty simple, just a shape, a material and a normal map, but, when it will be ok with this problem, it will have a displacement map and probably some additionnal node ( noise, glossy parts, ... ) to improve all of this. My Unwraping method is the patern is not repeated on Z axis but it is on X and Y as you can see on this pic. ibb.co/b6b1f9p i've no particular method because i'm looking for the best one, the only thing I want is to make those effects in blender not in postprod Thanks again $\endgroup$
    – Eustache
    Commented Feb 14, 2019 at 20:53
  • $\begingroup$ Also, on your actual model maybe experiment with adding a bevel modifier to the walls so that you don't have such a sharp edge. $\endgroup$ Commented Feb 15, 2019 at 16:45

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I will explain how I use stencil images to make use of tiled textures. I paint the stencils using different brush and brush mask textures. We want to set up our uv mapping to make the best use of the tiled texture to make it spread across our object. enter image description here So we need to use the UV layer and rename it to tiled, and we want to arrange the uvs so that we get a nice texel size - stretching outside the constrains of the uv window is fine, as the texture just repeats past it and scaling way past just means we can see the texture decreasing in relationship to the actual face size. enter image description here We now want a second uv mapping layer for our stencil , and we will use Smart UV Project here so that we will be able to paint on a stencil over the whole object. enter image description here We will set up an initial node tree that mixes two tiled brick textures, even thoguh they aren't exactly the same scale we can use the same UV map to control how it lines up. We only see one brick texture without having painted the first stencil yet. enter image description here With the Stencil for the bricks in place, we can paint into small patches with a hard curve brush with white and reveal the second brick - I like to try to keep the paint inside the brick shapes from the first image, making it easier to blend them together. enter image description here We repeat the process, adding a stencil and a tiled image for the plaster. enter image description here I use a combination of procedural textures here, one set to 3d mapping on the brush at a small scale and another set to tiled at a large scale on the brush mask texture - procedurals are your friend here, allowing you to get interesting effects rather quickly. enter image description here We then can add another stencil and a tiled moss image texture. enter image description here If you make a new texbrush, you can set it to use jitter and wide spacing on the stroke, and set the radius to use pressure, painting in the moss where you want it. enter image description here

I hope that helps - once you paint your object the way you want, you can use the same method to paint other objects in the scene. How you apply it is up to you, and you can use this same technique applied to mixing shader node groups with the matching tiled normal maps, and you can go so far as to also paint in dirt and cracks on another image multiplied - if you do that, start that one with a white image and paint with black.

Good luck!

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  • $\begingroup$ Hi Craig and really thank you for your long and complete answer. It seams to work until the step 5 ( painting mask ). when i'm on material view mode its ok, i can see the mix with my drawing as limit ( my second image is my normal image, so its easily viewable ) but not in rendered and on scene render ... If i disconnect the masking image and move " fac " cursor, i can see both, so it's just a mask problem. I created a black bg picture and then white paint on it in paint mode. and i can see the patern in material mode. What I did wrong ? Thanks again !!! great trick ! $\endgroup$
    – Eustache
    Commented Feb 15, 2019 at 20:21
  • $\begingroup$ Are you using 2.79b or 2.80? $\endgroup$ Commented Feb 15, 2019 at 21:12
  • $\begingroup$ If using Cycles in 2.79b, you may need to save the image paint as you go before seeing it in Render view - this is not an issue in 2.80. $\endgroup$ Commented Feb 15, 2019 at 21:13
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    $\begingroup$ Hi Again, Yes my mistake i didn't save my painted image ... ! Really thanks again ;) $\endgroup$
    – Eustache
    Commented Feb 15, 2019 at 22:23

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