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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?

Replies

  • 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 17
    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 times photo textures had no strong directional lighting, but they did align the lighting that did exist to the scene so it looked more natural. 
  • poopipe
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    poopipe grand marshal polycounter
    Projection baking didn't really get popular til post 2000 iirc. The first version of Max to support it was I think 5.1. 

    I wasn't using Maya much at the time but it's had some pretty advanced features for a lot longer than people realise so I wouldn't be surprised if it got there first. 


  • Benjammin
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    Benjammin greentooth
    I love that this has turned into a "back in my day..." thread. :lol:
     Xnormal was my first encounter with high-low baking. Nothing says early 2000's like weird window shapes.

  • Lamont
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    Lamont polycounter lvl 16
    When working on PS2/PSP/PS3/XBox I used a whole lot of vertex baked lighting. Maya was my app of choice back then and Vertex Chameleon was hands down my favorite tool.



    I used Faogen  80% of the the hero models, or things that needed more complex baking.



  • HAWK12HT
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    HAWK12HT polycounter lvl 13
    haha back in my day 
    This is the book I used for character art modelling. 
  • gnoop
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    gnoop sublime tool
    oh. books . those old days.  
  • pior
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    pior grand marshal polycounter
    Hello,

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

    These diffuse textures look real because the artists who painted them understood the properties of a given material (similarly to how someone would assign roughness values), but *also* knew how to represent these materials like a figurative painter doing portraits or still lifes would.

    In other words if you want to learn how to create this kind of textures you need to learn digital or traditional painting, similarly to how game character artists from the 2000s were studiying Frazetta, Leyendecker, and so on.

    As for baking : baking scene lighting down to vertex colors was indeed used very often as a base for texture painting as it provided a good starting point for form shading. This has been available in 3d software since forever, way before per-pixel/ray cast texture baking.
  • Lamont
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    Lamont polycounter lvl 16
    For characters were out of my skill level, but for environment work I used some of these techniques:
    - Photo sourced; either I used a library we had in-house or used photos I took myself.
    - Photoshop to desat, fix lighting, make tileable, color correct.. needed a good base for the next stage. Depending on the texture it was sometimes took a while; fixing angles, editing, pixel hunting... lens distortion fix.
    - Add my lighting/color work.
    - Run through Optipix.
    - Bake lighting to vert colors.
  • Klunk
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    Klunk quad damage
    apart from the optipix that would have been my job modelling in game football stadiums :)
  • Noren
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    Noren greentooth
    Before true projection baking in 3ds max, there were plugins like Mankua's TLUnwrap that let you transfer your UVW-Unwrap into XYZ (basically copying the UV channel to the geometry channel, and there were other scripts for this as well through the years). Due to the W component that would give you some depth, you could render a lit ortho texture of your mesh with varying success. 

    The base for this was done with Mankua in 2002. Apparantly, I did not care about texture padding or straightening UVs back then.

  • Lamont
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    Lamont polycounter lvl 16
    Klunk said:
    apart from the optipix that would have been my job modelling in game football stadiums :)
    lol, I was using this for basketball arenas :D
  • Klunk
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    Klunk quad damage
    the joys of creating a stair texture that "works" on an angled plane :/ 
  • 5rettski
    This is all so-so-so incredibly useful, I have another question regarding early 2000s workflow,

    Theres a video that talks about the development of God of War 2005, but it skips a part of the whole reason I was looking for it, character modeling.



    Was ZBrush or something used back then to make these models?

    https://www.youtube.com/watch?v=d1G-rvB7Wxg

    This is the video I was trying to watch, if anyone knows, it would be incredibly useful, thanks!
  • Lamont
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    Lamont polycounter lvl 16
    ZBrush was out in like 2003(?), but wasn't used in the capacity it is now. I am sure that was sub-d's in Maya.


  • HAWK12HT
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    HAWK12HT polycounter lvl 13
    5rettski said:
    This is all so-so-so incredibly useful, I have another question regarding early 2000s workflow,

    Theres a video that talks about the development of God of War 2005, but it skips a part of the whole reason I was looking for it, character modeling.



    Was ZBrush or something used back then to make these models?

    https://www.youtube.com/watch?v=d1G-rvB7Wxg

    This is the video I was trying to watch, if anyone knows, it would be incredibly useful, thanks!

    Manual sub d modelling was the thing, afaik Zbrush wasnt that main stream till 2008. 

    Alias Maya as it was called, enjoy the making of Final Fantasy Spirits Within some cool insights in 6 parts.
    https://www.youtube.com/watch?v=Wj0XXYJ3gCY

  • gnoop
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    gnoop sublime tool
    Zbrush  appeared   around  1999 maybe or early 2000 after some  Siggraph presentation or something.   First it was almost purely 2,5 painter  with ability to drop small meshes  on 2,5D canvas .    I recall I instantly suggested to buy it for  $900 but our management refused  saying why would we need this weird soft  doing weird  stuff  unrelated to actual production.     They bought Deep paint 3d  instead .   
     Couple years later  Zbrush dropped the price to 200  and made  it  into a sculpting soft  while initially as I recall it was just rudimentary there . I bought my own license and never regretted it.    To bad they never advanced their 2.5D part  since.     
    I later switched to Designer  and Painter   but looking on my older work I am somehow still not sure  they worth it . 
  • Eric Chadwick
    FWIW we have some links to old texturing tutorials here. A lot of these links might be dead from bit-rot though
    http://wiki.polycount.com/wiki/TexturingTutorials
  • MikeF
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    MikeF polycounter lvl 20
    Its so great to see all this stuff again, my favorite era of game art
  • 5rettski
    HAWK12HT said:
    5rettski said:
    This is all so-so-so incredibly useful, I have another question regarding early 2000s workflow,

    Theres a video that talks about the development of God of War 2005, but it skips a part of the whole reason I was looking for it, character modeling.



    Was ZBrush or something used back then to make these models?

    https://www.youtube.com/watch?v=d1G-rvB7Wxg

    This is the video I was trying to watch, if anyone knows, it would be incredibly useful, thanks!

    Manual sub d modelling was the thing, afaik Zbrush wasnt that main stream till 2008. 

    Alias Maya as it was called, enjoy the making of Final Fantasy Spirits Within some cool insights in 6 parts.
    https://www.youtube.com/watch?v=Wj0XXYJ3gCY

    One thing I've always wondered about poly modeling faces is, what if you don't have a reference for every angle? Like with Kratos, Kratos isn't a real person, I'm sure there was drawn references but, my question still stands. What do you do if you're trying to make a face and don't have a reference for each angle?
  • pior
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    pior grand marshal polycounter
    "What do you do if you're trying to make a face and don't have a reference for each angle?"

    Well ... one could ask the same thing about every piece of sculpture ever made. The artist simply pulls from their experience, knowledge of anatomy, and personal design vocabulary for the representation (and stylization) of the various facial features.

    As a matter of fact you actually don't really want to have references for every angle, because whoever provides these references isn't a perfectly accurate 3D software but rather a mere human artist. The multiple views on the model sheet will never quite perfectly match up, some adjustements will always be required.

    A character modeler (or a modeler in general) isn't hired to be a human photogrammetry machine. Having hundreds of hours of drawing, sculpting and modeling under ones belt is an important requirement for the job.
  • Noren
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    Noren greentooth
    Also, since the human body is (mostly) symmetrical, a three-quarter or similar view should give you all the points in space as far as visible in that one image. Any point on one half alone could be anywhere in space between the observer and infinity, but the symmetrical equivalent locks it in. Comes with the same caveats as mentioned by pior, of course. Basically, if you have to rely on a mechanical "paint by numbers" approach, you'll likely have a bad time and not a great model in the end.
  • HAWK12HT
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    HAWK12HT polycounter lvl 13
    5rettski said:
    HAWK12HT said:
    5rettski said:
    This is all so-so-so incredibly useful, I have another question regarding early 2000s workflow,

    Theres a video that talks about the development of God of War 2005, but it skips a part of the whole reason I was looking for it, character modeling.



    Was ZBrush or something used back then to make these models?

    https://www.youtube.com/watch?v=d1G-rvB7Wxg

    This is the video I was trying to watch, if anyone knows, it would be incredibly useful, thanks!

    Manual sub d modelling was the thing, afaik Zbrush wasnt that main stream till 2008. 

    Alias Maya as it was called, enjoy the making of Final Fantasy Spirits Within some cool insights in 6 parts.
    https://www.youtube.com/watch?v=Wj0XXYJ3gCY

    One thing I've always wondered about poly modeling faces is, what if you don't have a reference for every angle? Like with Kratos, Kratos isn't a real person, I'm sure there was drawn references but, my question still stands. What do you do if you're trying to make a face and don't have a reference for each angle?
    What Prior said pretty much, its not just face its with any object. Good 3D modellers also have designer or sculpter mindset which is a very very important skill to have especially these days with AI. Most of the times you get 1 or 2 images from concept art team of a simple prop and rest of the model you need to best figure out to blend with concept. 

    Simply put just like traditional drawing, 3d modelling also requires a lot of practise to be at a certain level. Its not like you learn how to move about in Blender, Max or Maya and can now model a car for example. 

    Also thank you for starting this thread, the memory lane its taking us to is pure gold :D 

     
  • 5rettski
    Ahh, thank you, and no problem, always been curious on this thread. 

    I was trying to see if there was any information if modeling creatures/animals were the same as modeling people during that time

    https://www.amazon.com/Maya-Techniques-Hyper-Real-Creature-Creation/dp/1897177046

    I found this book, but it seems there is a very limited supply, and there isn't any e-books, would anybody know of this?
  • myclay
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    myclay greentooth
    5rettski said:
    https://www.amazon.com/Maya-Techniques-Hyper-Real-Creature-Creation/dp/1897177046
    I found this book, but it seems there is a very limited supply, and there isn't any e-books, would anybody know of this?
    https://archive.org/details/mayatechniqueshy0000mill/page/n3/mode/2up
    it is scanned and you could officially borrow it digitally if you are applicable.

    the book goes over more parts than just modelling like texturing, skinning and rigging.
    For modelling only, you could also peek into the powerpoint file accompanied with more stuff which are about the exact same figure.
    the gist of it is imo there.
    http://downloads.alias.com/gcs/edu_J_Unay.zip

  • 5rettski
    myclay said:
    5rettski said:
    https://www.amazon.com/Maya-Techniques-Hyper-Real-Creature-Creation/dp/1897177046
    I found this book, but it seems there is a very limited supply, and there isn't any e-books, would anybody know of this?
    https://archive.org/details/mayatechniqueshy0000mill/page/n3/mode/2up
    it is scanned and you could officially borrow it digitally if you are applicable.

    the book goes over more parts than just modelling like texturing, skinning and rigging.
    For modelling only, you could also peek into the powerpoint file accompanied with more stuff which are about the exact same figure.
    the gist of it is imo there.
    http://downloads.alias.com/gcs/edu_J_Unay.zip

    I tried borrowing it, but I am not applicable, and where on earth did you mind that download?! I've been looking everywhere.
  • pior
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    pior grand marshal polycounter
    It is indeed restricted and can't be borrowed with a regular account, probably as a consequence of a seemingly recent action by some publishers.
    https://www.reddit.com/r/ArchiveDotOrg/comments/16tincu/this_book_is_available_to_patrons_with_print/



    There are copies available for as low as 10USD though.
    https://www.ebay.com/sch/i.html?_nkw=Maya+techniques+:+hyper-realistic+creature+creation&_sacat=0&_from=R40&_trksid=p4432023.m570.l1313
  • 5rettski
    Coming back to this, I had a thought about metal and roughness maps. How were those baked in softwares like Maya and 3DS Max? To my knowledge, there is no option to bake those kinds of maps, even today.
  • pior
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    pior grand marshal polycounter
    Hi there,

    I'd say you are thinking about this backwards. You are assuming things about the past based on what you know of game art and 3D software of today, which I suppose is an intuitive thing to do ... but this leads you to imagine things about previous tech and workflows that just don't apply at all.

    - First off, metalness and roughness are just greyscale masks. They can of course be be baked down from complex materials (like the materials one may create in Substance) but that's in no way mandatory. These greyscale masks can be created any way one wants, and because of that the only thing needed from a texture baking tool is the ability to transfer a simple texture map (regardless of what it may be called) from one object to another. As a matter of fact, for some stylized art styles painting the needed masks by hand (either projected on the model or directly on the 2D texture) can still be much faster than attempting to create a complex Substance material and baking it down.

    - Secondly, just because an older game looks great doesn't mean that it uses bells and whistles analogous to today standards. Games from the PS2/PS360 era managed to look great with very simple rendering tech. It is perfectly possible to make a character look fantastic with just a well painted diffuse map and a simple mask driving specular on/off. As a matter of fact this simplicity is IMHO specifically what made some older games visually striking, because it favors a strong differentiation of materials (shiny/not shiny).

    Here's a rip from The Boss from MGS3, loaded into XNAlara with a very simple material setup applied. The skin of her face looks matte, and her outfit looks shiny. But this doesn't involve any baked metalness or roughness (or any handpainted metalness or roughness either for that matter) - just a low specular value applied to the face and a high specular value applied to the outfit. That's it ! It doesn't involve any painted masks. And the game as whole doesn't use anything more complex than that on anything really. It's enough to convey a whole world of rich locations and characters.



    You can see this effect (or rather, this design choice) very clearly in game during the first Sokolov cutscene. His black leather coat has strongly painted highlights in the diffuse texture to take care of most of the look, and it is enhanced by a bit of dynamic spec applied to the whole garment. It's as bruteforce as it gets but it works.

    I would highly recommend you to look into actual asset rips from any game you are interested in to see the texture sets involved. Or even better, attempt to mod your own models into PC games from a few gens ago with a strong, still active community (like for instance games that are being community-enhanced with highres models and texture packs). There's a ton to learn from poking around.

    And it will also shed some light onto why the way we are building game assets now is incredibly resource-intensive, compared to the barebones (but efficient) processes of 20 years ago.
  • Noren
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    Noren greentooth
    5rettski said:
    Coming back to this, I had a thought about metal and roughness maps. How were those baked in softwares like Maya and 3DS Max? To my knowledge, there is no option to bake those kinds of maps, even today.
    I'm not sure what you mean, but of course there are options to bake metalness and roughness. Certainly in 3ds max, and I'd be very surprised if it was any different for Maya.

    I'm repeating some things others have already said, but metalness and roughness, while general concepts, are in the specific application you are probably thinking of part of the PBR workflow. Back then, you'd have e.g. specular and specular glossiness (see Pior's answer), and if you tinted the specular according to the material you'd have your "metalness" (or you'd have a different shader with hardcoded "metal" properties). Someone already linked Neil Blevin's tutorials. But since it fits:
    http://www.neilblevins.com/art_lessons/reflections_spec/reflections_spec.htm
  • Neox
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    Neox grand marshal polycounter
    i miss the spec gloss workflow
  • Eric Chadwick
    Yeah, blue spec maps were fun.
  • gnoop
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    gnoop sublime tool
    if environment cube  reflections been added  to spec/gloss I saw no much of a  difference with PBR  contrary to all those before/after pictures .  And it had been  sort of more flexible.   No special hacks was necessary to fight this PBR plastic look on flat 2d grass base  for example.  You could use whatever Fresnel style mask you think fit best too.
  • Neox
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    Neox grand marshal polycounter
    technically its the same? you can create the same values and materials. just with different channels, gloss is the same as roughness. and making the diffuse black and coloring the spec isnt something that couldnt be authored much the same way. but besides all the regulations and simplifications that came from those. metal roughness just lacks the flexibility _especially_ on stylized materials. 

    So you wanna colorize the spec a bit? add metalness to the equation! you want a different spec color than the material color for stylistic choices? tough luck. make a custom shader to fake it some.
  • 5rettski
    I'm saying if you make a material procedurally in something like Blender or Maya or whatever else 3D software you have (not Designer or Painter.) And you want to bake it down, they don't have an option for metallic, so I was curious how that would be done.
  • Eric Chadwick
    5rettski said:
    I'm saying if you make a material procedurally in something like Blender or Maya or whatever else 3D software you have (not Designer or Painter.) And you want to bake it down, they don't have an option for metallic, so I was curious how that would be done.
    3ds Max baking is highly dependent on the material you use, and the renderer you choose. Those have to be in sync for the BTT options to actually work. What are you using for Material and for Renderer? 
  • 5rettski
    I don't have 3DS Max, I was just using it as an example.
  • poopipe
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    poopipe grand marshal polycounter
    you can call an output texture whatever you like  - not being able to view it in the DCC is a secondary issue that you can either ignore or fix by creating a material that supports it

    Historically I mostly used 3d software to generate normals, AO and masks rather than all the output channels.  They'd then go into photoshop where I'd set up various layer groups and use the masks to composite them. 

    basically - exactly what you should be doing in painter or designer but a far worse user experience.
  • Eric Chadwick
    OK well, each software is different. What they expect, and how they work. If you want specific help baking materials into textures, we'll need specifics.

    For context, the company I work for has built a custom pipeline for baking complex 3ds Max V-Ray materials into PBR for glTF/USDZ, and we bake metallic/roughness and a bunch of other PBR outputs. It basically does it all for you. Some info here if you want to see how that works: https://rapidpipeline.com/en/cgi-to-pbr-conversion/
  • Celosia
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    Celosia polygon
    5rettski said:
    I'm saying if you make a material procedurally in something like Blender or Maya or whatever else 3D software you have (not Designer or Painter.) And you want to bake it down, they don't have an option for metallic, so I was curious how that would be done.
    You can bake nearly any map as emit bake type in Blender. There's nothing special about albedo, roughness, metallic and the majority of other maps, so just plug your metallic into an emission node or directly into the material output and it'll bake fine.

    You can also use plugins like ucupaint to make the baking process less convoluted. I'd recommend studying what are these maps first though, eg that a metallic map is just a grayscale with 0 being no metalness and 1 maximum metalness. It's very equivalent to how the principled shader works.
  • Eric Chadwick
    Yeah, that's a good strategy no matter what software.

    The only caveat is PBR usually expects "color" style textures to be stored in sRGB... albedo, emissive, specularColor, etc. 

    All other textures are expected to be "linear sRGB"...roughness, metallic, normal map, etc.

    That's been a difficult thing to teach to artists. sRGB vs. Linear, and which matters when.

    General guidance I've used is... if a texture is meant to be captured with a camera, then make sure gamma is applied (sRGB, gamma 2.2, basically the same thing).

    Gamma workflow vs. Linear workflow is really hard for artists to learn, it's such a weird thing. But, so necessary when working in 24bit color, and with PBR pipelines.

    I wish there was a better way to explain this!
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