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Early-Late 2000s CGI/Game textures

How/what software was used to create PBR textures in the 2000s? For example, Iron Man. The reflective metal is something I've always been curious on how it was done for the time period.
 
Another example is the older GTA's and Half-Life's.

How do these textures look so real on the colormap alone?

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  • Benjammin
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    Benjammin greentooth
    Well, it wasn't PBR back then, but it was all photoshop. Those environment textures are photo sourced, edited to be tileable.
    In the case of iron man, its probably just raytraced reflections.

  • HAWK12HT
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    HAWK12HT polycounter lvl 13
    What Benjammin said, no PBR. It started being main stream around 2014 onwards.

    reflections back then and still for mobile stuff are based on fake cubemap that gets interpolated with texture, this cubemap is just environment being captured within engine or you make a fake texture. I made simple texture and blended with shader to get bubble reflection effect in Unity.

    Textures were either handmade in PS or photosourced and adjusted to be straight / flat and went through highpass to remove lighting info. Then turned into greyscale with value adjustments for specular highlights and bump mapping. 

  • dimwalker
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    dimwalker polycounter lvl 16
    There was also Deep Paint 3D - kind of like Substance Painter, but way simpler.
  • Thanez
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    Thanez interpolator
    Heh, that's funny. I was there when the deep graphics were written.
    In the early 2000s GPUs didn't have enough VRAM for baked normal maps, and didn't have enough zoomies to run more than 1 simple shader calculation per pixel. When you did see normal maps, it was only as tiny tileable detail normal maps that would help sell the effect of sand, rock or brick. (see halo 1)
    So a model really only had a single texture, which depending on the artist would either be entirely hand-painted, sourced from images or a mix.
    Then a simple light would provide a bland lighting effect and environmental coloring.

    Things like AO, shadows and reflections were painted into the texture. There were many methods, but what I did was create tileable detail textures for each material, and blend them on top of a base lightness/color layer in PS.
    Using dodge and burn tool in photoshop, I'd create the reflections and shadows. Baked AO (if available) would be set to multiply.
    For dirt and rust I'd source it from a picture of something white and blend 
    For dust I'd take pictures of dirty black cars with MY HANDHELD DIGITAL CAMERA.
    Scratches I liked to do with a mix of custom brushes and stencils I made, got from others, or pirated third party grunge brushes, which were an actual thing you could buy with real money.
    To give you an idea of what the process would look like, here's a couple of before, during and after pics of me revisiting a skin I was never really happy with.
    http://skins.thanez.net/oldschool/aks74u/1.jpg
    http://skins.thanez.net/oldschool/aks74u/2.jpg
    http://skins.thanez.net/oldschool/aks74u/3.jpg
    http://skins.thanez.net/oldschool/aks74u/render.jpg
  • 5rettski
    All of these have given me very good ideas, but what about baking? I've seen some people say that it's a similar process? What software was used for baking and whatnot?
  • HAWK12HT
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    HAWK12HT polycounter lvl 13
    5rettski said:
    All of these have given me very good ideas, but what about baking? I've seen some people say that it's a similar process? What software was used for baking and whatnot?
    Alias Maya and Kinetex 3Ds Max as they were before Autodesk, offered built-in baking. Its still there now Render to Texture afaik its called where you can choose types of maps you want to bake including lighting. 

    Unreal Tournament baked lighting info on the base texture to have that distint look. 
    Below is an example, using the same old 2k technique I baked lighting on the texture itself (3ds max, Mental Ray) using a plugin called Flat Iron. This saved ton on performance for VR. 
  • gnoop
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    gnoop sublime tool
    5rettski said:
    All of these have given me very good ideas, but what about baking? I've seen some people say that it's a similar process? What software was used for baking and whatnot?

    The idea of baking  is ancient. I recall people used Lightwave   and Brazil render for 3d max in late 90th or something .  Long before Render-to texture  dialogs  appeared in 3dmax .  It followed an idea of "baking camera"    using surface normals  and UV space  for ray tracing.      Or just baking shader into UV including reflections.     
  • Klunk
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    Klunk quad damage
    still got and use my 2004 library of grayscale grime overlays.... various photoshop blend modes and a touch of colourization can produce interesting effects

    they would normally used in conjunction photographic reference. the strange thing is they were pretty big images for
    the texture limits of the day 2048 * 2048 so they can still be used in a 4k world, well almost :)
  • Thanez
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    Thanez interpolator
    I don't remember exactly when I started baking normals exactly, but I do know it was in max 8, which came out in 2005(?).
    I had tried my hand at it but my PC wasn't fast enough to render even a million tris. I was poor and on a laptop my sister gave me. If I remember correctly, it didn't have a GPU, not even an integrated one.
    I did use max 8 to bake lighting for reference and environment coloration to blend into my diffuse texture.

  • ZacD
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    ZacD quad damage
    Yeah there was a lot of dirty tricks, sometimes baked lighting was added to textures, sometimes it roughly matched the ambient lighting of the games. Often time photo textures had no strong directional lighting, but they did align the lighting that did exist to the scene so it looked more natural. 
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