WHAT ARE TEXTURES?

Textures are bitmaps containing color information,
which are applied to a 3D object.

• Diffuse map: contains the object’s color information
• Alpha map: can be used for transparency control
• Specular map: influences the object’s glossiness and
                reflection (color)
• Normal map: can add extra detail without geometry
CREATING TEXTURES

Textures can be made from (existing) photographic
material OR be homemade in Photoshop.
PROS & CONS – PHOTOGRAPHIC
MATERIAL

PROS:
• Fast results
• In most cases looks more realistic
• More natural look & feel

CONS:
• Intellectual property can be a big issue
• You have less control over the image
• It can be hard to find / take the right picture
PROS & CONS – HOMEMADE
MATERIAL
PROS:
• Fast results
• You are it’s creator, therefore it’s owner
• More control over the image

CONS:
• Can be slow to produce
• Not always the most realistic results
EXAMPLE 1 – HOMEMADE vs.
PHOTOGRAPHIC




 PHOTOGRAPHIC     HOMEMADE
EXAMPLE 2 – HOMEMADE vs.
PHOTOGRAPHIC




 PHOTOGRAPHIC     HOMEMADE
BEST PRACTICE = COMBINING
BOTH
Go out, smell the air and take pictures, but keep the
following things in mind!

• Camera angle - try and get the right perspective
• Lighting - no flash, use a tripod instead and a longer shutter
  time!)
• Patterns & tiles - when going for tileable textures watch for
  distinct patterns and spots that might mess up the tileability
TAKING PICTURES – TILEABLE
TEXTURES



                  TILEABLE OR NOT?
TAKING PICTURES – TILEABLE
TEXTURES




                  Nope!
UVW-MAP AND
TEXTURES
Textures which are applied on a 3D model with the
help of a UVW-map are called unique textures.




     UVW-MAP
SHARING TEXTURE
SPACE
It’s a common and good practice to use your UV-space as
optimal as you can!
SHORT
 TEXTURING
ASSIGNMENT
   Pick a tutorial from the list
  (see Facebook for link) and
create your own homemade
          texture in 15-20 min

Post your final image on FB!
ALPHA CHANNELS
• An RGB bitmap contains 3 channels: Red, Green and Blue.

• Besides these channels that hold color information
  they can also contain grey scale color information
  = ALPHA CHANNEL

They can be used for multiple purposes but are often used
for transparency and masking
ALPHA CHANNELS -
MASKING            To mask certain areas of
                   a texture (especially
                   with leafs) you apply
                   100% white to areas you
                   want to see (opaque),
                   and 100% black to the
                   areas you want to hide
ALPHA CHANNELS -
MASKING      In some game engines (like UDK)
                      it’s best to use a separate 24-bit
                      texture for alpha masking as the
                      engine uses more resources if you
                      add the information into a
                      separate channel of your original
                      texture, making it 32-bits.
ALPHA CHANNELS –
GLASS        Alpha is great for glass, where
                       you want to have semi-
                       transparency, still leaving a bit
                       visible for the human eye.

                       Tip for your car’s windows!
LET’S TALK ABOUT
MATERIALS..
Sometimes materials are confused with textures,
which they are not! Materials contain a set of textures
and instructions to simulate particular attributes. They
often contain what we’ve discussed so far:

•   Diffuse map
•   Alpha map
•   Specular map
•   Normal map
SPECULAR MAPS
• Influence the object’s glossiness and reflection

• Most game engines use the color info for reflection, but
  not all
SPECULAR MAPS -
EXAMPLE


                  DIFFUSE




   SPECULAR
SPECULAR MAPS
Most common mistake done
SPECULAR MAPS -
EXPLANATION
Most materials in real life can be classified into 2 different
classes:

• Conductors – They conduct electricity, like metals

• Dielectrics – They do not conduct electricity, like wood
SPECULAR MAPS -
EXPLANATION
Most materials in real life can be classified into 2 different
classes:

• Conductors – They conduct electricity, like metals and
Light reflected by specularity IS affected by the diffuse
color

• Dielectrics – They do not conduct electricity, like wood.
Light reflected by specularity is NOT affected by the diffuse
color
SPECULAR MAPS -
EXPLANATION
• Metal (conductor)




• Wood (dielectrics)
SPECULAR MAPS -
EXPLANATION (just like the layer option in
• Specular maps are ADDED
Photoshop). This is why only saturation will not be helpful
in case of a wooden texture!




Want to know more? http://www.manufato.com/?p=902
SPECULAR MAPS - TIPS
• Do not flatten your image and start editing it!

• Add extra detail to the specular map for a nice pop

• Keep your detail layers (scratches, dirt, etc.) separately
  to avoid frustration later on

• Group and adjust the layers that share the same
  specularity together

• Try and use the Adjustment Layers in Photoshop. They
  save a lot of time and can be adjusted on the fly.
NORMAL MAPS
Normal maps are a special category of textures that can
add detail to your object without the use of actual
geometry.
NORMAL MAPS – HOW DO
THEY WORK? channels in bitmaps to store
Normal maps use the RGB
height information for the detail. This height information is
projected on 3D objects and used for lighting calculations.
CREATING NORMAL MAPS
Easiest way to start is with the nVidia filter, using height
maps (grey scale height/depth images):
http://developer.nvidia.com/nvidia-texture-tools-adobe-photoshop
CREATING NORMAL MAPS
Or nDo, which is fairly similar but easier to adjust things:
http://www.quixel.se/
CREATING NORMAL MAPS
Or import your model into ZBrush and add detail there!
NORMAL MAPPING -
DEMONSTRATION
TIP:
Tired of looking for good information on the web related
to 3D? Try:

               wiki.polycount.com

Always up to date, filled with (good) tutorials and in
depth explanations of gaming industry’s experts. Check
the forums for high quality 3D work as inspiration ;-)

Les 2 game 3d - texturing & materials

  • 2.
    WHAT ARE TEXTURES? Texturesare bitmaps containing color information, which are applied to a 3D object. • Diffuse map: contains the object’s color information • Alpha map: can be used for transparency control • Specular map: influences the object’s glossiness and reflection (color) • Normal map: can add extra detail without geometry
  • 3.
    CREATING TEXTURES Textures canbe made from (existing) photographic material OR be homemade in Photoshop.
  • 4.
    PROS & CONS– PHOTOGRAPHIC MATERIAL PROS: • Fast results • In most cases looks more realistic • More natural look & feel CONS: • Intellectual property can be a big issue • You have less control over the image • It can be hard to find / take the right picture
  • 5.
    PROS & CONS– HOMEMADE MATERIAL PROS: • Fast results • You are it’s creator, therefore it’s owner • More control over the image CONS: • Can be slow to produce • Not always the most realistic results
  • 6.
    EXAMPLE 1 –HOMEMADE vs. PHOTOGRAPHIC PHOTOGRAPHIC HOMEMADE
  • 7.
    EXAMPLE 2 –HOMEMADE vs. PHOTOGRAPHIC PHOTOGRAPHIC HOMEMADE
  • 8.
    BEST PRACTICE =COMBINING BOTH Go out, smell the air and take pictures, but keep the following things in mind! • Camera angle - try and get the right perspective • Lighting - no flash, use a tripod instead and a longer shutter time!) • Patterns & tiles - when going for tileable textures watch for distinct patterns and spots that might mess up the tileability
  • 9.
    TAKING PICTURES –TILEABLE TEXTURES TILEABLE OR NOT?
  • 10.
    TAKING PICTURES –TILEABLE TEXTURES Nope!
  • 11.
    UVW-MAP AND TEXTURES Textures whichare applied on a 3D model with the help of a UVW-map are called unique textures. UVW-MAP
  • 12.
    SHARING TEXTURE SPACE It’s acommon and good practice to use your UV-space as optimal as you can!
  • 13.
    SHORT TEXTURING ASSIGNMENT Pick a tutorial from the list (see Facebook for link) and create your own homemade texture in 15-20 min Post your final image on FB!
  • 14.
    ALPHA CHANNELS • AnRGB bitmap contains 3 channels: Red, Green and Blue. • Besides these channels that hold color information they can also contain grey scale color information = ALPHA CHANNEL They can be used for multiple purposes but are often used for transparency and masking
  • 15.
    ALPHA CHANNELS - MASKING To mask certain areas of a texture (especially with leafs) you apply 100% white to areas you want to see (opaque), and 100% black to the areas you want to hide
  • 16.
    ALPHA CHANNELS - MASKING In some game engines (like UDK) it’s best to use a separate 24-bit texture for alpha masking as the engine uses more resources if you add the information into a separate channel of your original texture, making it 32-bits.
  • 17.
    ALPHA CHANNELS – GLASS Alpha is great for glass, where you want to have semi- transparency, still leaving a bit visible for the human eye. Tip for your car’s windows!
  • 18.
    LET’S TALK ABOUT MATERIALS.. Sometimesmaterials are confused with textures, which they are not! Materials contain a set of textures and instructions to simulate particular attributes. They often contain what we’ve discussed so far: • Diffuse map • Alpha map • Specular map • Normal map
  • 19.
    SPECULAR MAPS • Influencethe object’s glossiness and reflection • Most game engines use the color info for reflection, but not all
  • 20.
    SPECULAR MAPS - EXAMPLE DIFFUSE SPECULAR
  • 21.
  • 22.
    SPECULAR MAPS - EXPLANATION Mostmaterials in real life can be classified into 2 different classes: • Conductors – They conduct electricity, like metals • Dielectrics – They do not conduct electricity, like wood
  • 23.
    SPECULAR MAPS - EXPLANATION Mostmaterials in real life can be classified into 2 different classes: • Conductors – They conduct electricity, like metals and Light reflected by specularity IS affected by the diffuse color • Dielectrics – They do not conduct electricity, like wood. Light reflected by specularity is NOT affected by the diffuse color
  • 24.
    SPECULAR MAPS - EXPLANATION •Metal (conductor) • Wood (dielectrics)
  • 25.
    SPECULAR MAPS - EXPLANATION(just like the layer option in • Specular maps are ADDED Photoshop). This is why only saturation will not be helpful in case of a wooden texture! Want to know more? http://www.manufato.com/?p=902
  • 26.
    SPECULAR MAPS -TIPS • Do not flatten your image and start editing it! • Add extra detail to the specular map for a nice pop • Keep your detail layers (scratches, dirt, etc.) separately to avoid frustration later on • Group and adjust the layers that share the same specularity together • Try and use the Adjustment Layers in Photoshop. They save a lot of time and can be adjusted on the fly.
  • 27.
    NORMAL MAPS Normal mapsare a special category of textures that can add detail to your object without the use of actual geometry.
  • 28.
    NORMAL MAPS –HOW DO THEY WORK? channels in bitmaps to store Normal maps use the RGB height information for the detail. This height information is projected on 3D objects and used for lighting calculations.
  • 29.
    CREATING NORMAL MAPS Easiestway to start is with the nVidia filter, using height maps (grey scale height/depth images): http://developer.nvidia.com/nvidia-texture-tools-adobe-photoshop
  • 30.
    CREATING NORMAL MAPS OrnDo, which is fairly similar but easier to adjust things: http://www.quixel.se/
  • 31.
    CREATING NORMAL MAPS Orimport your model into ZBrush and add detail there!
  • 32.
  • 33.
    TIP: Tired of lookingfor good information on the web related to 3D? Try: wiki.polycount.com Always up to date, filled with (good) tutorials and in depth explanations of gaming industry’s experts. Check the forums for high quality 3D work as inspiration ;-)

Editor's Notes

  • #2 INTRODUCTION
  • #11 Wrong perspective in the tiles (middle) and too many distinctive areas that will need extensive cleaning in Photoshop.
  • #14 SHORT TEXTURING ASSIGNMENT – 15-20 MIN!http://beeex.net/photoshop/tutorials-photoshop/77-essential-photoshop-techniques-for-photo-realistic-textures
  • #22 NO DESATURATION AS YOUR ONLY STEP IN SPECULAR MAP MAKING!