Hi Pete,
I'm assuming you are using a rust material to get this effect as opposed to the conventional 2D method of creating textures?
If so I came to the realisation when I started applying rust or paint chip materials from Blenderkit or other sources to my models, that it wasn't going to be as simple as the promos or youtube videos I had been watching implied it would be. Unlike a simple objects often used in demos, where a generic rust material may give a passable result, more complex shapes require more complex techniques for a convincing look.
In the Blender shader editor there are edge nodes that can concentrate the rust/warn paint effects to be concentrated on edges. There are height nodes to apply a gradient layer of dirt depending on the height of the object. And there are a multitude of other nodes for specific application but this requires a lot more effort in learning the available node options that you would need to achieve the desired effect in Blender.
For application of rust stains in specific locations, the use of stencils and texture painting in Blender are other options available.
I also have dabbled with Substance Painter and I am beginning to realise why that is often used instead of Blender for material application, but then again another new skill set required.
As you have mentioned in previous posts, youtube tutorials only take you so far and I have subscribed to a couple of paid courses on materials, but have not applied myself to them fully as yet due to time constraints and not having a model in a complete enough state to warrant investing the time.
For any texture artists/repainters out there, I would suggest at least investigating in what is involved in creating materials for textures. With glTF hopefully coming soon, the conventional 2D texture creation methods of the past do not translate well to the use of materials. It can be done as I am in that transition zone at the moment but it requires a lot of effort and is not best practice to retain ones sanity.
Cheers,
Marek.
I'm assuming you are using a rust material to get this effect as opposed to the conventional 2D method of creating textures?
If so I came to the realisation when I started applying rust or paint chip materials from Blenderkit or other sources to my models, that it wasn't going to be as simple as the promos or youtube videos I had been watching implied it would be. Unlike a simple objects often used in demos, where a generic rust material may give a passable result, more complex shapes require more complex techniques for a convincing look.
In the Blender shader editor there are edge nodes that can concentrate the rust/warn paint effects to be concentrated on edges. There are height nodes to apply a gradient layer of dirt depending on the height of the object. And there are a multitude of other nodes for specific application but this requires a lot more effort in learning the available node options that you would need to achieve the desired effect in Blender.
For application of rust stains in specific locations, the use of stencils and texture painting in Blender are other options available.
I also have dabbled with Substance Painter and I am beginning to realise why that is often used instead of Blender for material application, but then again another new skill set required.
As you have mentioned in previous posts, youtube tutorials only take you so far and I have subscribed to a couple of paid courses on materials, but have not applied myself to them fully as yet due to time constraints and not having a model in a complete enough state to warrant investing the time.
For any texture artists/repainters out there, I would suggest at least investigating in what is involved in creating materials for textures. With glTF hopefully coming soon, the conventional 2D texture creation methods of the past do not translate well to the use of materials. It can be done as I am in that transition zone at the moment but it requires a lot of effort and is not best practice to retain ones sanity.
Cheers,
Marek.





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