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MATERIALS WORKFLOW - TILE FLOOR
Making a final shader using Photoshop CS2 for the Unreal Engine 3.
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Specular Build
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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.
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Here's the Hue/Saturation pass again - same settings as before.
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The other two hue/saturations were deleted and a new one created for the entire set.
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The Photo Filter Color was adjusted to a blue that I wanted.
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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. |
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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.
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Remember the brush types from before?
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The Grout Group once again with the brush type number and their associated Layer mode.
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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".
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Brush type 1 (noted above) is used to paint right on top of our edge for every tile.
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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.
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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.
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