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kingbrown305

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  1. This is the Second of 3 Updated Posts I will Add Into this thread, One for Each Channel and How to Create and Edit the Textures for those Channels.

     

    Next Up is the GREEN Channel, Which is the Roughness / Microsurface Map.

    GREEN = ROUGHNESS / SMOOTHNESS aka MicroSurface ( BLACK = SMOOTH, WHITE = ROUGH)

    -- Smooth results in Less Light Scattering / diffusion and a More Polished Look, Sharper Reflections

    -- Rough results in more Light Scattering / diffusion and a more Matte Look, Blurrier Reflections

     

    Here's some basic Materials, Please note, the M (Microsurface) Values for these Materials are Inverted (ie WHITE = SMOOTH), so when using them, one must invert the color for the Microsurface Value.

    attachment.php?attachmentid=171685&stc=1&d=1509918180

     

    Unlike Ambient Occlusion, Creating a Roughness map does not Involve using 3D Studio Max, Everything can be done from Photoshop or other Imaging Suites.

     

    The Quickest and Easiest way to do basic Roughness Maps is to create Layers and Overlays for Each material type, For Example:

    - 1 Layer for Brushed / Bare Metal,

    - 1 Layer for Rubber,

    - 1 Layer for Painted Metal,

    - 1 Layer for Glass

     

    With Those Layers Created, You can Use the Diffuse Layer as a background, and paint over the parts one material type at a time.

     

    It will Also be easier to create the Metallic map as well, as once you create the material overlays for the Roughness Map, you can group them, clone them and use them for metallic map, and adjust the Output values using color overlay.

    attachment.php?attachmentid=171686&stc=1&d=1509918373

     

    For Me, for Creating the basic composite material surface w/ noise and smooth/rough spots,

    I used the existing green Channel of my Specular, Inverted it and Applied custom curves to get the colors within range for the Material.

     

    For Example

    Before:

    attachment.php?attachmentid=171687&stc=1&d=1509918593

     

    After:

    attachment.php?attachmentid=171688&stc=1&d=1509918605

     

     

    Once you have your Roughness map is completed Goto Channels, Select the Green Channel, Select All, Copy Merged, and Paste into the GREEN Channel of your RoughMet DDS File:

    attachment.php?attachmentid=171690&stc=1&d=1509920477

     

     

    Once Finished, the End Result should be something Like this:

    attachment.php?attachmentid=171695&stc=1&d=1509923617

     

    Is there an video out for this section?

    This is the section I am currently stuck on. Thanks

  2. Hi all!, after a long time now using the 2.1 version with it's new PBR, the SU-27 specular maps looked off and had some issues so I decided to look into it and try to fix them.

     

    List of things corrected:

     

    -Inner air intakes shine, which looked too bright and shiny.

    -Engine nozzles (internal and external), which had no specular effect at all.

    -Wheel tires shine like metal.

    -Adjusted reflection level.

    -Adjusted metalic finish amount.

     

     

    If I give you some files, can you convert mines to PBR? This is one of the toughest things to do ever.

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