
This crate will probably see more damage on the sides and bottom than the top, so we’re going to use two different scratch maps – light scratches for the top and heavy ones for the rest. Next, we’re going to add some scratches to this thing to rough it up and make it look used. The Label: The label will also be a Universal Material with an Alpha channel, but it’ll make use of the new Composite Texture node to add and subtract portions of the mask.

The masking here will be done with polygon selections.

Handles: Use a Universal Material with a UV-specific bitmap mask in the opacity channel to apply a rubber material just to the handle areas of the crate.Masking Strategies: Touch on UV mapping, polygon selections, and UV map-specific bitmap masks to discuss how to apply different masks to the various parts of the model.Finally, we’ll reuse our procedural mask to restrict a rubber material to the bottom. We’ll also be using a Dirt Node to apply some edge wear, touching on grouping nodes to clean up the node graph.

