Hi everyone,
I would love to see a list with explanations about the best ways to create albedo maps (i.e. diffuse maps without any lighting informationen in them) from photographic textures. Here are the methods I'm aware of:
- use the new program Lightbrush
- use Crazybump's option to remove lighting
- use Bitmap2Material's option to remove lighting
- do it manually in Photoshop with the "Select Color Range" tool and then clone or paint away the lighting information. That however usually changes the underlying color, which, as I heard, is not the ideal way, right?
So how do you go about extracting a useful albedo map? If you do it manually, say in Photoshop, it would be great if you could elaborate a bit on how exactely you are doing it.
Looking forward to your guys' input! :-)
ConSeannery
Replies
Yeah, I remember that one. Good tip. Thanks, man.
http://www.cgtextures.com/texview.php?id=8431&PHPSESSID=a5dij4aulchfnrt7tpi6vc72l5
Is there any conceivable way to equalize the lighting, by e.g. getting rid of the deep dark shadows in between the bricks?
Or should this texture go into the trash bin?
Those crevices are so huge, that they would look like garbage unless you modeled those details in. So, that isn't a good candidate to make tileable.
You COULD extract the bricks from the grout. Make your own tiling grout texture, then combine the two together smartly to get a decent result.
Break the texture into it's elements, extract the details, and re-combine.
If it has a lot of shape and depth information like above, generally I would model it out or something instead of photosourcing.
This, the current generation of texturing and shading in games really require a texture artist to be proficient in "modeling" their textures from scratch whether thats sculpting or 3d.
Either that or use a scanner that neutralizes the light info and polarizes the source
Would still be super helpful for a lot of people here if you guys could elaborate a little more on how exactely you get rid of lighting in textures. Do you prefer to do it manually in Photoshop? If so, how? Cloning and stamping?
Although, what about highlights; this is the only other caveat ?
I've attached my removal of not only shadows but highlights for this texture.
This is my attempt, you can take a look at the PSD file which is a safe link how I removed the shadows and highlights. Although what do you think of this attempt ?