I've been trying to learn how to texture, but I am not sure about what specific technique to use to realistic looking results.
My current goto strategy for attempting to texture something is to try to make my own textures with filters or random brush strokes. This method works 15% of the time, though as most of the time my "metal" textures look like paint.
If anyone can give me tips, share their personal techniques, or just send me a guide that would be much appreciated. Personally I am most interested in learning how to texture metals and stuff by hand brushing in the details, but I don't know how effective/practical that is.
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With PBR, you really don't want to paint your metals. That was true for last gen, but for this generation, metals have their own calibrated values you don't want to deviate from.
You can however, paint certain surfaces that are commonly associated with metal. Like where rust/corrosion begins, or in a roughness/bump map you can hand paint indents and scratches on a surface.
For tutorials on painting real textures my favoruites are these two links:
https://www.3dtotal.com/tutorial/671-painting-hard-surfaces-photoshop-by-stefan-morrell-texture-texturing#.VVsrn5P_mUl
https://cgi.tutsplus.com/series/create-a-game-ready-fire-extinguisher--cms-596
it'll also help if you can post images of what you've been attempting so we have a better understanding of where you're at currently, maybe also some examples of the type of thing you're trying to achieve. There are a lot of different techniques and a huge amount of information on the topic so if you can give us a rough idea where your current skill level or understanding of texturing lies it'll be easier to help.
Overall, it is possible to make realistic textures in GIMP for PBR, but by raw time, you're gonna be taking more time bouncing between 3 to 4 different texture maps to make sure the edits you make in the Albedo affect the same spots in the Specular.
How far away are you from even picking up Substance Painter or Quixel?
You don't have to use a cloud filter for every texture. Just a solid color is good, and if you're aiming for realism, attempt to use some noise and even multiply it with other textures you can find on the web.
Texturing is really just observation of real world materials. Don't go overboard trying to imagine the entire thing in your head, but do the best to replicate what the actual reference material is like.
While it is totally possible to create PBR textures by hand in Photoshop it is pretty unefficient time-wise and knowing how to use either substance or quixel is expected most of the time if you want to work in a studio.