Texturing
Setting up Photoshop
files
·
All textures need to abide by the power of 2
·
Document should be names in relation to model
and usage in game
1.
Naming convention should be as descriptive as
can possibly be
2.
Spaces are replaced with “_”
Layer Setup
·
Different maps
need to be broken up into different groups and colour coded
·
Use the correct naming convention for maps –
albedo, normal, metallic, roughness etc.
·
Define names in subcategories – textures, wear,
grunge, details etc.
·
Any groups
that need to remain hidden or are used as backup need to be named so
1.
Example group name: HIDE_Wood_Planks
(This is all to maintain cleanliness in workflow - you may not be the only person to work on
the file)
Layer Comps
·
Layer comps allow the user to take a snapshot of
the current state of the layer panel.
1.
It records the state of
Non-Destructive
Workflow – Masks
·
Why use
masks?
1.
Masks are less destructive than using the erase
brush
2.
An mistakes are easily rectified later on
3.
Easy to try out different ideas
Physically Based
Rendering (PBR)
What
is it?
1.
Physically based shading means we approximate
what light actually does as opposed to approximating what we intuitively think
it should do
2.
Physically based materials will work well in all
lighting environments. In addition, the material values can be less complex.
Albedo & Normal
Maps
Albedo Maps RGB
1.
Albedo is the base colour input, or diffuse map
2.
No directional light of shadow information
should be included in this texture
3.
The results should be flat colours with
variation applied in areas fo wear
Normal Maps RGB
1.
Similar to bump maps, create the illusion of
detail without high poly count
2.
Use RGB values to signify orientation of surface
normal
3.
Allowed for significant advances in efficient
rendering
Metallic &
Roughness Maps
·
Metallic maps – greyscale
1.
Control how “metal like” your surface will be.
Materials like plastic, rock or raw materials will be set to a value of 0 or 1
and nothing in between
2.
Hybrid textures that translate between different
material types like raw metls to rust will have a fall off between 0 and 1
Emissive
·
Emissive Maps – greyscale
1.
The emissive colour input controls which part of
your material will glow
Ambient Occlusion
(AO)
·
Ambient occlusion maps – greyscale
1.
There is no such thing as ambient occlusion in
real life
2.
It’s a rendering trick which samples a
hemisphere around each point of a face, sees what proportion is occluded by
other geometry and shades the pixel accordingly
Realistic & Hand
Painted Materials
·
Realistic materials
1.
Often seen in games with a larger memory
allocation
2.
Console or PC
3.
Focus on immersion
·
Hand painted materials
1.
Often seen in mobile games, with small memory
allocation
2.
Sometimes used by choice, for a stylised look
Programmes to look
into
·
Substance designer
·
Substance painter
·
Quixel suite 2.0
Game engines /preview
engines
·
Unreal Engine 4
·
Marmoset Toolbag 2
Resources:
Sebastian Lagarde –
PBR chart for unreal
Digital Tutors CG101:
what is a normal map?
Allegorithmic –
substance designer and painter
Quixel – suite 2.0 http://quixel.se/
UE4 – physically based
materials
Marmoset Toolbag 2
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