Okay, there would be a less time consuming way to do what I’m trying. You might not understand it yet, but the end result would be a very fast way to make awesome floors of a non-repeating floor design, and capable of being changed with a not so deadly amount of effort.
It’s going good so far, a few set backs with this strange noise effect, trying to figure out how to make random, scalable white and black bricks for alpha maps, and setting those up as stencils between a single wood material based upon a empty for map input. Move the empty and you can make the floor not look like one board cut into a floor. A few down sides, it’s hard to get complete coverage, so you’ll have areas of floor that look like one board cut into pieces. I’ll just have to tweak my nodes until I get a more random flow, each alpha map less covering than the last, so the last map doesn’t undo all my works. This is gonna be awesome. I hope.
I’ve got to sleep and then work, but after tonight I’m off for two days. If you still need help after these resources, I guess I’ll see about making a tutorial for this specific purpose. But first, cgcookie.com has a tutorial up for modeling and texturing a barrel. Honestly, I’ve never watched it, but I’m guessing it’ll help. Next, there are shader and mirrior tabs in the materals menu. And there are some options in the texture “Map To” tabs. Play with those. You can adjust those items; Cmir, Csp, Ref, and Spec with the “Var” and “DVar” sliders in the “Map to” Tab. (along with all the others) You might want to tweak the hard values in both the “Shaders” and “Map to” tabs.
You should make it roll.
And if you need a good photo, sign up for a free account at http://www.cgtextures.com/ there’s pleaty of resources there, and once you learn how to use them well, dirty old concrete can become monster skin or wallpaper coloring.