Hi guys,
I'm currently texturing my character and ive baked a normal, AO, and a specular map in Maya for a Model but wanted to know peoples own workflow on a diffuse.
So far I've painted basic block colours for skin tone and material and then overlaid the baked maps to exaggerate the basic texture, but is there any advice on how to make the colours look like realistic materials? I.e turn my "green creased tshirt" into more of a fabric effect?
Would like to hear people's opinions and own workflows if possible! I'm learning so any advice would be great!
Cheers
Replies
I am texturing cloth atm so I decided to show you my workflow here. Not the best I am still learning.
Basically I used just random cloth texture and blurred it to get basic colour variations. Then I used cloth pattern which was also used in zbrush with noise maker to make details in normal map. Then I added some dirt textures as overlay to break the perfect and clean look. Added lots of different colour corrections. Then I added some brown- orange colour to break the green look. The colour was added in normal blending mode but with opacity of around 70% and I used soft large brush with low opacity of around 30%. And finally I copied AO and placed it on top and masked it with black colour and then I painted white in mask channel in the places where I wanted my highlights. The Highlight layer was set to around 70% overlay. That is pretty much it. I hope you will find it useful:)
Here are the breakdowns:
Here is the final result with all maps applied in marmoset:
Whitcher 2 has a lot of cloth like that, it does look amazing in cinematics, at medium distance it can look odd and dither, but in 3rd person it looks great again, so it depends on the use I guess :P You could just turn down the contrast on the pattern too, that'd help.
I am so digging that cloth. Nice, man. Looks a bit like Link's tunic too :poly136:
I am trying to get the leather at the same quality now. This one doesnt look good to me.
Yea, it would. Assuming the mip maps are good that is, but for example in UDK you have no control over that because the SDK calculates them by itself when you import. Though it does offer different options for mip generation.
There's plenty of ways to fix it...
http://www.gamasutra.com/view/feature/130217/completely_eliminate_texture_seams_.php?print=1
I have some seams but they are only noticeable in a very close up look. But even so, you can get rid of them by using clone tool and 3d painting app like body paint or 3d coat just to name a few. Also almost every real cloth has seams and I usually place my uv seams there to hide them.
If you put the UV seams where the clothing seams would be, then it should look right.
Mipmapping = using smaller resolution textures for objects farther away.