Hello all,
I haven't been able to figure out how to make the texture for a medieval brigandine and would appreciate any suggestions.
It looks like this:
I have the mesh ready, the problem is with those metal rivets. I need a way to pattern-stamp clusters of 3 small circles which affect the diffuse, specular, and normal maps. I don't think I can use id maps because none of this detail is present in Blender, I want to do it all in the texture. It is going to be a wearable item.
Can I edit the id map by hand, outside of Quixel, stamping in the rivets as a different color, then assign that color to a metal texture? Or is there some technique within Quixel for painting across all 3 maps at once? It has to be exact because I want the normal to show that the rivets are not flush with the surface of the garment, by lying on the circumference of each circle.
I really do need to figure this out because many of the textures I have to create involve painted details of a different material (hinges on a door, fastenings, so on).
Thanking you in advance!