I was reading up on curavture maps the other day, and it got me thinking are there any other maps like this that are commenly used that I am unaware of.
So what texture workflow does everone use?
And what maps do you bake out/make in Crazy bump/xnormal etc.., and for what reasons (masking etc)?
I guess mine would be:
Bake coloured diffuse from Max (so I can use the differnt colous for quick selections in Photohop)
Bake AO, height, normals, Curvature/Cavity (controversial, I know!) in X normal
Baking note:
When baking maps, bake them with every object together as it should be, then another sets of the same maps, but with the objects indivdually seperated/exploded.
Then in Photohsop I can combine/mask the best bits fropm each render.
Then in Photohop:
Tidy up normals, ugly seems potruding objects etc
Create colour map, mutliplying AO over the top. Maybe A cavity map too.
Use the Curvature map as a mask for grunge.
For the spec, I guess Id re use the curvature map to make shiny, worn edges. Maybe a tweaked occuluse map in crazy bump.
Thats all I can think of for now.
I'd be interested in what everyone else has to say.
Replies
So what does anyone else think?
So what texture workflow does everone use?
And what maps do you bake out/make in Crazy bump/xnormal etc.., and for what reasons (masking etc)?
Normal Maps...AO...and Curvature Maps (I use the red channel of it on top of the AO).
And after I'm done creating my diffuse maps, I pass them lightly through crazybump to get a detail normal map, and bake that on top of the normal map obtained from my high poly to subtly enhance the details..
That's roughly what I do. I assign MatID's to different colors for easy of reference, duplicate all parts of my model (I work with rigged vehicles w/ moving parts) and collapse to a single mesh, bake diffuse. Bake AO, Normals if I go that route (versus generated in PS). After building up Diffuse I'll convert that to a reasonable Spec and Gloss map.
The only other significant thing I do (and it's specific to vehicles) is projection my reference textures onto my mesh using a second UV channel, then baking to my original channel. This makes drawing (tracing) body panels and other details much, MUCH easier. I'll bake from top and side, composite the two together, then trace them for a body panel pass. Once they're baked you can dump UV2 and the duplicated geometry.
I try to stick to ao +ao detail from xnormal plugin for pshop.
Is that what you were talking about, Ruz? Or something different?
For me, I use Photoshop CS4's 3d feature to do most of my texturing. I bake out all my maps and save out a low poly .obj file and create a 3d document with no Photoshop lighting so i can quickly tab between my 2d texture and how it goes on the 3d model. This saves me time in trying to A) generate a UV snapshot as Photoshop can generate them for me, and
Specifically to texturing workflows, I work form big to small details. The flow usually goes something like this:
-Import and combine normals, get AO and UV overlays setup
-Create a base color layer and get major color regions blocked out (without AO on)
-Turn AO on, get detailed areas colored blockedout
-paint in major wear or scratches
-overlay textures or begin pushing highlights / shadows if i modeled the texture into my highres bake
-work on texture until satisfactory results are achieved (or the suck is eliminated)
-export normal and difuse into engine
-work on spec which usually involves retooling areas to achieve correct material feel
-post on polycount and get critiques
-refine and polish
Concerning bakes, is a height-map really necessary? I normally just use a diffuse and normal and paint in everything else.
Red areas are concave areas, green areas are convex. soooo. you can use the red channel to easily mask crevices for things like dirt and AO.
The green channel gives you a mask of the models hard edges, this can be used as a base for wear.
Yep that's what I meant really.
bgoodsell, that's interesting about using PS for the 3D side of things. I've only played with it briefly but found it a bit clunky! Maybe I'll need to play with it a bit more.
Well the height map is mostly if I was thinking of doing a parallax map, but could also be used to some effect in the colour map.
And i'll get in there before Eric and provide a link to the wiki for curvature map:
http://wiki.polycount.com/CurvatureMap?highlight=%28%5CbCategoryTexturing%5Cb%29
Its worth noting that the 3d paint feature is in nowhere near as good a shape as its zbrush equivalent, but for previewing how a texture looks on the model, it does the job. I have a pc from 2008 and it seems to update with no lag once you disable the lighting photoshop has (which is useless for this anyway).
Bake: Normals, Mental Ray FG, Cavity AO, Curvature, diffuse label.
Normals: Obvious
Mental Ray FG: Gives light tracer style 'AO' but is much faster. down side is it lacks the fine detail you get from light tracer.
Cavity AO: low distance AO, captures all the fine details and can be solved at very low sampling: 8 samples often is enough.
Curvature: Nice base for a wear map.
Diffuse label: what you guys have mentioned already, a load of masks.
A well structured PSD broken into masked layers can make iterating much easier.
Say:
base layer
paint layer
dirt layer
changing, paint coverage, paint colour, dirt density/colour is a quick easy process. also using the same masks its pretty simple to propagate chanages into gloss and spec maps.
Multiplying the AO on top of the difuse might be a bad thing to do, cos it doesnt really occlude anything, it tends to burn the colors (making them darker) instead of giving the texture a convincing darker crevice.
Using the blend-if in the layer style and tweak the opacity of the AO layer will generate better results cos it doesn't mess with the colors of the underlaying difuse map.
Or if your shader supports it, use it to mask the ambient light, and get it out of the the diffuse.
Mental Images MasterZap did a write up on correct use of ambient occlusion for realistic rendering
http://mentalraytips.blogspot.com/2008/11/joy-of-little-ambience.html.
I know were not using a raytracer but knowing how it should work is valuable
Oh that's interesting, I'll have to try that out and see if it does yeild better results.
I might have to play around with it now, and I need to have a read of that blog post by Zap. I don't use mental ray for my AO bakes, usually just go with xnorms for the quick and easy, but, eh.
Same here....always have gone about it that way, but I definitely won't oppose a new workflow if it produces better results!!