thanks for the comments everyone. i think i will redistribute some of the geo still, some of the bolts are too dense and some of the big curves don't have enough. started the texture this morning
last one looking pretty nice. Are you using an automated texturing solution(quixel, substance), if yes what's the percentage of it compared to your texturing process? or else, then are you using any kind of macros that extracts certain details(like edge wear) from normal maps in ps?
last one looking pretty nice. Are you using an automated texturing solution(quixel, substance), if yes what's the percentage of it compared to your texturing process? or else, then are you using any kind of macros that extracts certain details(like edge wear) from normal maps in ps?
thanks, it's mostly automated using photoshop's own tools, with manual work for placing unique details
Can't really say I completely understand this workflow scheme and the meaning of ps live layers. Seems like there's some surface data masking from the baked maps, are you using any kind of technique that simultaneously updates multiple layers (eg. same details in spec, gloss, normal maps etc) to avoid manual replacement of the same details into respective map groups? Photoshop smart objects can simultaneously update same details into multiple maps though, is this what you mean by saying 'live' layers, thank you.
Can't really say I completely understand this workflow scheme and the meaning of ps live layers.
By "live" layer I mean any non-rasterized layer that works parametrically. Like adjustment layers, color layers, pattern layers, etc. Almost anything other than just a raster layer.
I generate masks for things like edge wear, dirt, corrosion etc. by using live layers to adjust bakes. The advantage of only using live layers is that you can plug in new bakes at any time and the entire system of modifications that you already defined still works upon the new data.
You can build a procedure out of layers to get, say, edge wear from an object space map and a cavity bake. Then you put that procedure in a group ("procedure group") and now it's easily portable between textures and assets
Seems like there's some surface data masking from the baked maps, are you using any kind of technique that simultaneously updates multiple layers (eg. same details in spec, gloss, normal maps etc) to avoid manual replacement of the same details into respective map groups?
I try to use PS actions to automate the multi-layer updating. Having a consistent naming system makes it easy. I always divide textures into groups with this sort of convention -
[material class: dialectric or metal]
----> [details]
----> [flat color bases]
Since I use a consistent system for naming it makes it easy to run actions that update layers across multiple groups at the same time
Generally the actions go into the details group of each material type and update the appropriate layer. The bases are just flat colors, so they don't get touched much
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And what i like is the speed that you have.
You made 2 Guns completely ready.
And my first one is still not done ^^
thanks, it's mostly automated using photoshop's own tools, with manual work for placing unique details
Can't really say I completely understand this workflow scheme and the meaning of ps live layers. Seems like there's some surface data masking from the baked maps, are you using any kind of technique that simultaneously updates multiple layers (eg. same details in spec, gloss, normal maps etc) to avoid manual replacement of the same details into respective map groups? Photoshop smart objects can simultaneously update same details into multiple maps though, is this what you mean by saying 'live' layers, thank you.
i'm done here
I generate masks for things like edge wear, dirt, corrosion etc. by using live layers to adjust bakes. The advantage of only using live layers is that you can plug in new bakes at any time and the entire system of modifications that you already defined still works upon the new data.
You can build a procedure out of layers to get, say, edge wear from an object space map and a cavity bake. Then you put that procedure in a group ("procedure group") and now it's easily portable between textures and assets
I try to use PS actions to automate the multi-layer updating. Having a consistent naming system makes it easy. I always divide textures into groups with this sort of convention -
So for a typical example:
Since I use a consistent system for naming it makes it easy to run actions that update layers across multiple groups at the same time
Generally the actions go into the details group of each material type and update the appropriate layer. The bases are just flat colors, so they don't get touched much