MATERIALS WORKFLOW - TILE FLOOR
Making a final shader using Photoshop CS2 for the Unreal Engine 3.

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.


Diffuse Build

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.

Next, on a seperate layer, I set the center "diamond" pattern.

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.



"Everybody Must Get Stoned" - Bob Dylan

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.

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.

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.

Here's what it looks like.

Next, I make a Hue/Saturation layer and leave just a bit of color.

Next, I select the "cross" pattern of tiles and make another Hue/Saturation. Notice as I reduce the Lightness, I increase the Saturation.

The same is made for the center diamond pattern tiles. Same as above; decrease Lightness, incease Saturation.

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.

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.

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.

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.

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.


Page1
Diffuse
Page2
Specular
Page3
Normal
Page4
Shader



dregsld.com
©Spittin' Image Productions 2008