![]() ![]() ![]() ![]() Feel free to use the software of your choice to make AO maps - the important thing is to have the occlusions very visible in the map. I've got this map in the same window as the UV template, but this time I change some parameters to get the black-and-white image and save it as a TGA file.įinally for the ambient occlusion (AO) map I use Faogen, a software that make AO maps very quickly and accurately. The second one I always make is a mask map, which I use in Photoshop's alpha channel to make quick and easy selections of the areas I need. Just put the correct size of the map and click Render. Inside 3ds Max, apply an 'Unwrap UVW' modifier to the object and open the UV editor, then under Tools > Render UV Template, a new window will appear with the options for your render. The first one is a template for the UVs, which I'll use in Screen blending mode in Photoshop as a reference for the different objects' placement. I hope you find my techniques and methods useful to use in your own projects.īefore starting to paint the textures, I render out all the maps I'm going to need. I am going to explain the very basic principles of PBR, but if you want to read the full theory, you can download the free Comprehensive PBR Guide from Allegorithmic. I approach this process using the PBR system's Metalness/Roughness workflow. I will also cover a very basic explanation of how to use the Metal Weathering filter in Substance Designer to make dust. I will also share the hand-painting techniques I use in Photoshop, as well as how to obtain certain effects using texture maps. I will show step by step how I cover the different stages in creating the textures of a model, starting by establishing the colors, followed by adding damage and weathering, and finally adding some dirtiness. In this second part of my tutorial series, I will show you the texturing process I usually use in my projects. Victoria Passariello shares a range of techniques for creating textures with Photoshop and Substance Designer. ![]()
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