Hi all,
One doesn't simply resist making textures after smelling what jacob07777 cooks. So using his thread as a basis to start from I began making my first watery mud PBR compatible ground texture. And I'm looking forward to hearing your comments.
I'm using an Albedo and a normal map (o really?)
And Specular with 100,100,100 value for sand parts and 86,86,86 on water parts. Gloss is maxed out for water parts. (I got these values from some Ryse break down long ago) Cheers to the author.
One thing I was going to forget, I used Photoshop and CrazyBump for this.
Thanks for all the comments you are writing
Replies
specially because the peaks are brighter ( not much effected by the dirty water )
if that makes sense
The surface texture from mud is more smooth this texture looks like raw ice/snow.
Adding some low magnitude ripples might help with the impression of water instead of ice.
@DWalker, That is what's annoying me, while all the researches I made through PBR leads to constant grey-ish color for non-metals (such as mud and water), sometimes breaking the rules gives better results. Like now you are suggesting me to use colored specular. I'd appreciate it if you enlighten me.
So here is a watery sand I made, I tried a lot to achieve the right look. But still I'm using a grey scale specular map but if I use a colored one the sand looks better. Could use some help here.
Reference
Achievement
Specular
Looking at this new sand piece I can see what you were going for and it looks mostly right. The thing that kind catches my eye is that if you look at the reference there is a little bit more gold / yellow in the beach than on the texture.
The other thing is that the uniformity of the sand itself. If you look at the sand in the reference you can see that it's not one flat color. The sand is streaked with different colors. In yours however the colors are flat. It ends up looking more like wet gravel or concrete in my opinion.
Sand Streaks in your reference:
Your Texture:
You want to use Colored Spec or Metalness. Greyscale Spec is definitely not standard for PBR. I think your understanding that the maps should have a constant grey value might come from the logic behind Metalness maps, which are black and white maps based on the idea of tagging materials as metal and non-metal, where non-metal gets assigned a general value, and the system pulls the reflectivity color from the albedo.
I hope this helps a little.
Nope.. Colored specular fresenel is almost always reserved for metallic materials. Most materials that's not metallic by nature should use a gray-scale or very very close to gray-scale spec.
As for your texture Maximum, you should have the same spec value for both the water and the sand. The water should have a gloss value of 100% or very close to 100% and the sand something like 15%. Pretty much exactaly what you are doing here is explained by Jeff Russel from Marmoset
english komaket mikonam ke baghie ham shayad motevajeh beshan va ghanun zire pa nare!
I think Use sculpting is better for like these texture and materials,because sculpting and use displacemap has better show!
reflection/glossiness of the water on the sand is very more,you should to create gloss map for your material and improve your Specular map!
Color or Albedo map is not very important for like these works,you should create a good normal and displacemap.
for example create a Footprint on normal and displacemap of your material to looks better.
Conclusions:
1-use sculpting
2-create good normalmap and displacemap
3-depth of details are very low!
Good luck
I think the reason your mud texture looks pretty off is because there is no real context in the texture. Without the context it does really look like melting snow.
When I say you should add context what I mean by that is you need to add indicators of where this texture is located/what it's comprised of. Give it a story. Maybe it's fall in the woods. What would you expect to see in some mud in the woods during fall? I would expect to see some leaves, maybe some twigs, some rocks, some dead grass, and maybe some ground cover moss/lichen. It doesn't have to be any one of those things really as long as you include things to give your texture context.
This is just an example but these different indicators that you can add will really help people know exactly what you've made, where they might find it, and it makes the texture far more interesting to look at.
Another thing you should keep in mind is that your texture should include large, medium, and micro details. This helps maintain an interesting texture at varying distances while in game.
I hope some of that advice was helpful, and good luck with your texturing endeavors.
Been away from Polycount for a while. (Well I wasn't here that much either).
Brought some works, and I'm open to hear anything regarding improvement over my texturing.
Moss
Rocks
Thanks you all for the good comments.
More work I did today:
Open for any criticism.
Thank you
@mad-, Thanks. It really isn't something tricky. Just a PBR workflow. You can read up here if you want:
http://www.crydev.net/viewtopic.php?f=291&p=1244141#p1244141
I was cooking
Feel free to drop a destructive feedback and make me improve
Regards,
Ali.
Idk what these people are thinking it looks great.
There is also an Auto-Tiling feature in B2M3, but if you want to achieve a high end result, you would not use it. I still tile my textures by hand. It's overall good software, speeds up the work.
@AlexCatMasterSupreme, Thanks my friend.
@Mr Significant, You actually made me curious to see how wood would like using this workflow.
Seems like you enjoy it, make some props. You gain interest from people, they will help you. You already have cool stuff in portfolio, what about making it more awesome?
Nicely done, make something with very worn, and variated wood. Good job, lad.
I have couple questions: what are texture resolution you using and how you using knald?
I made some changes in workflow when creating a spec and gloss maps.
When I set median value I go with around +20 point from pbr chart and then using lightness slider for final adjustments. I think textures after that looks less contrast.
Normal and Height maps are made in Ndo (not very good choise how I even try to make it)
and texture is 2k ... I don't know why I chose 2k)
edit: Normal map are not created using layers technique (for speed)
@Mr Significant, Yeah all work generated from diffuse. Thanks.
@IlyaIvanovArt, I use Knald for the very fine details. It does better job than CrazyBump and B2m3. And yes my textures are 2k. Why would you go with higher values than charts?