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Painting metallic tileable textures

By Teo KiKi
Web: Open Site
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Date Added: 1st April 2014
Software used:
Photoshop

Brushes

Use a Hard brush that has breakup on the edges to refine your seams. Don't use a Soft brush because your texture will turn really blurry and muddy. Also don't use a Hard brush with no breakup on the edges, because you will get some funny-looking spheres in your texture.

When trying to create a uniform texture, the Healing brush is a better option than the Clone tool. This is because the Clone tool can easily make the image muddy. Using the Lasso tool is another good option – simply select an area that you want to use and feather the selection. Copy and paste it over the area you want to cover.

1856_tid_13.jpg
 
Some of the brushes used to refine the texture

Specular map: using color maps

Based on your color map, make a specular map. Specular maps are in grayscale, and white indicates full specular and black indicates no specular.

In the PSD file for your color map, group all your color layers together, and name the group ‘Color.' Duplicate the ‘Color' group and name it ‘Spec.'

1856_tid_14.jpg
 
Naming the groups of layers to create maps

Specular map: Hue/Saturation

Add a Hue/Saturation adjustment layer on top of all the layers under the Spec group. Adjust the Saturation to -100.

1856_tid_15.jpg
 
Adjusting the saturation on the spec group

Specular map: final map

Based on the look of material, decide which areas should have more specular and where will have less. Use Hue/Saturation and Curves to adjust the layers in the spec group. You should adjust it according to the areas that will be darker or lighter. For example, rust layers are darker and scratches are brighter. You're making decisions on what to make black or white in the texture. Remember that the map must have contrast.

1856_tid_16.jpg
 
The final specular map

Bump map: introduction

Bump maps are also based on color maps, and are also in grayscale. The level of bump indicates the nature of the 3D texture depth. White indicates a bump at 1%, black is -1.50%, and gray is for areas that are smooth with no bump.

So first, duplicate the Color group, and name it Bump.

1856_tid_17.jpg
 
The extra group in the panel

Bump map: refining the map

Using Curves and Hue/Saturation, adjust the layers individually. Here, the rust layer needs to be brighter because of the slight lift from the surface of the texture, and the scratches layer needs to be darker because they sink below the surface. A 50% gray square is placed on the side for comparison in the image here. Remember to keep your bump from looking too noisy.

1856_tid_18.jpg
 
The bump map indicating the depth of the texture


1856_tid_zzz_kikiteo.jpg


Related links

Teo's website has projects, sketchbooks, showreels and animation
Check out Teo's Tumblr for some of his daily sketches
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