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What we're gonna
do here is basically to texture a simple box to look like it's chipped
and scratched. This is very basic but will at least get you started.
You will also need the (free) plugin TexturePlus,
available from Aquarius.
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Start by creating a Cube Object (Objects>Primitive>Cube).
Set it to X: 750, Y: 525 and Z:
310. This will be our wooden box. Now, every object in
the real world has a small beveled or chamfered edge and so will
our box. Double-click the box and set Fillet size
to 1 and Fillet segment to 5.
You can texture
a box like this without making it editable, but this time we'll
transform it to polygons and points. Hit C on your
keyboard to make it editable or go to Structure>Make Editable.
Switch to Polygon View and with the Live
Selection Tool select all six sides of the box by Shift-clicking
on them. Save this selection with a Selection tag
(Selection>Set Selection).
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Now it's time to start texturing. Create a new material
and call it "Wood" or something like that. Load this
wooden map in the Colour Channel and this
alpha map in the Alpha channel. Set the alpha
channel to Soft and Invert. The
wood map is from the web somewhere and the alpha map is actually a
scan from the cover of Return to Castle Wolfenstein,
with all the text and images removed and some scratches added.
The alpha map
lets Cinema interpret the black areas of the map as opaque,
wich in this case means that black areas will show the wood, and
white areas as transparent, ie. they will be interpreted
as "holes" in the texture. If you applied the texture
as it is now, it would look like the image below. The wood is there
and the alpha gives it a chipped appearance, but you will also need
a base texture for the bex, something to show the
brighter "inside" of the wood.

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For the base texture you will create a new material
and name it "Walnut". Load this
wooden map in the Colour channel (it's from the Cinema
4D XL 6 CD) and close the material. Assign it to the box with Cubic
mapping and set it to fit the object (Texture>Fit
to Object).
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OK, now it's time to assign our alpha-enhanced wooden texture. Apply
it to the box with Cubic mapping and in the Restrict
to Selection-field enter "Wood", ie. the selection
you created earlier. This will ensure that the texture is applied
to the sides only, leaving the beveled edges to have the base texture
only. Set the material to Fit to Object to avoid
tiling. Go into Polygon View and make sure you
have the polygon selection we created earlier selected. If not,
deselct all polygons and double-click the tag and select all.
Still in polygon
mode select the texture tag "Wood". Now it's time for
the plugin TexturePlus and the function Fit
to Polygons wich will fit the selected textures to the
selected polygons. Very handy and takes away a bit of the trouble
with scaling textures to make them fit properly.
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And that's about it. We've made one single material for all sides
wich means that the material will be squashed on the top, bottom and
sides of the box. Not a big deal for most renders but if you want
to do it properly you should of course make a separate material for
all sides, with corresponding alpha channels. The technique outlined
above will however give you the basics and now it's up to you to take
it to the next level :)
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