General
Tips
-
For most materials I used the
Oren-Nayar-Blinn shader, because
it has diffuse level and diffuse
roughness channels that allow
more control over the diffusion
of the color, that's very helpful
to add dirtyness, hide the seems
of the texturemaps (if there are
any) or darken some part of an
object (Raytracing and multi-layer
shaders have also diffuse level
and roughness channel)
-
The
UV-channels are very important
and I use them massively to manage
my differents texture maps and
masks. I use differents UV-modifiers
with diffrerents channels (1,
2, 3...) to manage my maps, I
rename each UV-modifier to the
name of the corresponding maps,
for example : UVW mask, UVW Moss,
UVW cobblestone...
-
To easely tune maps, luminosity,
contrast and color I use the Color
Correct freeware plugin
-
I often use mix maps and blend
materials with masks, it's a good
way to get complex mapping with
a few basic maps. I prefere blending
my textures in max rather than
in photoshop because it's easier
to manage masks and move them.
I
will show the making of two materials
now: one complex and one simple,
it represents the two kind of
material I used in this scene.
General
Tips
The
ground material will be done in
three steps, first I create a
mix between a ground and a mossy
map using a mask, secondly I create
the cobblestone material and thirdly
I blend them together using another
mask.
At
first, I make a screenshot of
the UV-editor to use as a guide
to paint my mask and a part of
the diffuse level channel
I
mix a mossy map and a ground map
with a painted mask using the
mix mapto create the diffuse map.
