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MATERIALS WORKFLOW - TILE FLOOR
Making a final shader using Photoshop CS2 for the Unreal Engine 3.
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Here's a final pic (in engine) of the floor tile (UT3 map DM-Cath by Claes "Nurb" Engal)
Here's how it was done.
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Diffuse Build
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OK. We're done! Nah - kidding. I know I'm building this 1024 x 1024 with tiles 8 across and 8 down, so I set up this Color Map that serves as a quick select during the material build and as a "map" to help me see where all the different stone types are being set. I will be using 8 different stone patterns.
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Next, on a seperate layer, I set the center "diamond" pattern.
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Here's what they look like together. The white center will be one of the 8 stone types later - at this point it's up in the air which one until I see it set last amongst all the other final stone types in place.
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"Everybody Must Get Stoned" - Bob Dylan
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Now for all the stone types. I have searched out photos of stone types I liked and came up with 15. Yeah - I only needed 8, but I want to have a larger pallatte to choose from.
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All 15 were individually scaled roughly to match the same size (as best I could eyeballing them) to the others and were each made into 1024 x 1024 tileable stone materials. This helps me personally construct a library for future use and making them all tileable is a time saver for future projects. |
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After I have decided which 8 stone patterns I want to use, I go to the Color Map, select, and erase accordingly to each stone pattern. Base, as seen to the left, was used for the center diamond and Layer 9 was the same stone diamond, but a lighter version blended into the Base.
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Here's what it looks like.
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Next, I make a Hue/Saturation layer and leave just a bit of color.
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Next, I select the "cross" pattern of tiles and make another Hue/Saturation. Notice as I reduce the Lightness, I increase the Saturation.
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The same is made for the center diamond pattern tiles. Same as above; decrease Lightness, incease Saturation.
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Now a Photo FIlter Layer is added to make a warmer tone to the tiles. Those took a few minutes of trial to get the color I was looking for.
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I am now ready to make the grout. I turn on the grid and make all the grid lines by snapping to the grid - too easy. A Group is made "Grout" for all this work.
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Making the grout lines, I used 3 different brush types and blended them together. Brush type 2 was made by taking type 3 and making several passes with Gaussian Blur FIlter.
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Diamond Grout (not used) was the solid brush which I turned off since it wasn't needed. The Blend Modes are shown "N" for Normal, "O" for Overlay", and the numbers indicating percentage.
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Here's part of the actual size of the final Diffuse Material. At this point, I look over the tiles and pull back some contrast out of some tiles that appear too sharp or bold. Before I flatten them out too much, I really want to see them in engine with the Specular first.
The last thing I touch up: Brush type 1 above (with the jitter and stagger of the brush) is passed one last time at a larger size brush to get some various edges all around the tiles.
I want to keep the tile somewhat "clean" like this now, because we will add a grunge map in the UPK in the end.
Let's do the Specular now.
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