Behind the scenes with Mike Turner series 02, episode 04: Decals & dirt

Brandy Ryan Brandy Ryan August 2, 2022

1 min read

In episode 03 of his second series, Senior Designer Mike Turner showcased how VRED manages shadow plot development, a key area for ISO sightline assessments.

Here in episode 04, Mike turns to a personal project to walk through decal application in VRED, as well as sharing a simple technique to apply dirt and scratches to your design.

These simple applications give your design more character, giving the sense that they are not only well-designed, but lived in. The process involves working with Transparency Maps in VRED and Photoshop post-processing layer masks and overlays.

The Highlights

1:59: Using an Alias sketch model of a famous ’90s rally car, Mike sets up the model with mirrored and merged geometry.

2:29 – Drag and drop the decal onto the model, then use the Manipulator to tweak its positioning.

4:53 – Using numeric adjustment for symmetrical positioning of decals on both sides of the model.

9:13 – Using a basic foam material shader. That shader has a dust and scratches map on it that will apply certain amounts of dirt.

10:09 – Post-production in Photoshop: playing with dirty and clean areas with layers, masks and paint.

14:40 – Using scratches, scrapes, handprints, etc. to elevate your visual storytelling.

If you’re interested in having some fun, making stuff look more interesting / believable by applying post-showroom damage and wear, check out the video below:


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