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

In engine shot of the final shader (UT3 map DM-Cath by Claes "Nurb" Engal)


Specular Build

I duplicated the entire Diffuse Group to make the Specular Group. I usually delete layers that don't apply and add more as needed, but this Diffuse has a lot we will reuse. Here's all the stone types from before. Let's screw this u.... I mean, let's fix this for the Specular.

Here's the Hue/Saturation pass again - same settings as before.

The other two hue/saturations were deleted and a new one created for the entire set.

The Photo Filter Color was adjusted to a blue that I wanted.

Brightness/Contrast is added. I will use two of these to get the contrast depth I need for thie specular to work it's best. This first pass increased the contrast with little adjustment to the Brightness. I turned on the Grid to see how things are looking.

The second I pushed the contrast even further and made it brighter too. Some of the best results occur with high contrast use for Speculars.

Remember the brush types from before?

The Grout Group once again with the brush type number and their associated Layer mode.

Next, I need highlights to get added to the edges. This makes a huge visual add to the material. I brought in a copy of a Normal Map to paint on top of so I can see the "edge". I have a saying I use all the time in this 3D Art work: The Normal Map doesn't lie".

Brush type 1 (noted above) is used to paint right on top of our edge for every tile.

Now left as an Overlay, it works pretty nice. In some asset work, I will make a second layer and add even more, but this one worked out fine as is.

This might work out as is... I may need to make the contrast just a bit higher and desaturate just a bit too, but I  am used to testing and tweaking them once in engine.


Page1
Diffuse
Page2
Specular
Page3
Normal
Page4
Shader



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