Great tutorials! I personally use add-ons that automate these tasks like PixPlant at work, where it help when you are on a tight deadline. But for extreme close-ups or for when you need a little personal touch, firing up Photoshop is really the only option. Keep up the high quality work!
Nick N Yep, there are nice software out there dedicated for this task , but I found that when you practices doing it manually you can get better result pretty quickly
This is the most professional method I have seen so far. I have seen too many but when I try them the result in render is not very good, since you cannot control the colors as you teach it. I'll try
+g5562 Just wanted to ask you, what do you mean "without the nvidia plugin".. am very new to reading about what 3D texturing actually is, and saw your comment here.. what is the nvidia plugin? is it a PS thing or a render engine thing? and with it what exactly makes texturing easier? Sorry about my lamen question lol Cheers!
Do you know about Vray, 1. Can the normal map do the work for the bum map too and 2. can we generate bumpiness in Vray by playing with bump slider without uploading a bum map ??
Yes a normal map is actually better than a black and white bump texture. It has more information on it and provides more realistic result. You always have to have a texture in the bump slot to get bump effect.
Yes awesome! thanks a lot !! :) :), just a question about an other subject: Do You know if its possible to have a pass of AO in 3dsMax wich take account of alpha directly without using a cut pass selection in photoshop etc.. ? For intance the outline of a tree (directly in AO) or anything else... thanks for the answer.
***** Ok I think I got you this time :) , to make the AO pass react to opacity/alpha map of an object ,do this: under Render elements add VrayExtraTex and put Vraydirt map in the texture slot, drag the dirt map to the material editor as an instance and enable "work with transparency" . let me know if that helps.
thanks brother for amazing tutorial. i want to ask you one thing how you gave black color to layer 1 (5:33) did you use any short key plz help thank you
+Marcus I. Keil he doesn't make the same changes as he did to the other layer (color overlay) he does something different. once you double click the black layer look at General Blending - then under that reduce the opacity - done
Well I disagree :). It is better to deform the larger details of a material such as the brick thickness with displacement and add the small subtle details via bump map or normal map.
@@archvizcamp many people use only displacement maps with details and get a better result. It looks over done in this result. Most times humans over do thinks and make there art or texture pop way too much. Often it's better to use one displacement map. And if u are using the same texture and details as in the displacement map in the normal map then what's the point of that? U have the same detail but instead of it being 3D u have it as a normal and not it being displaced. It's mich better if u have the details on one map. Why would I do the same detail on different maps it's just too complicated and doesn't do much. If u use a normal map it is better to not use a displacement map of that same texture. It is way better and more performance friendly do make a simple model without details and then add the details with a normal map and occlusion map.
@@termozoid6248 the displacement and the bump in the tutorial are created differently from the same defuse map. They don't show the same level of detail. What you suggest - building the basic model instead of displacing it in the material is another great method to use. the purpose of this video how ever, is making maps solely from single defuse map.
@@archvizcamp yes they are but they still use the detail of the same texture so I don't see the point of using the same details twice. When u use the replacement only for geometry why do even use details in your displacement you could just use a black and white image of the displacement map. Why use the same details twice?
One of the most useful tutorials I have come across lately
Great tutorials! I personally use add-ons that automate these tasks like PixPlant at work, where it help when you are on a tight deadline. But for extreme close-ups or for when you need a little personal touch, firing up Photoshop is really the only option.
Keep up the high quality work!
Nick N Yep, there are nice software out there dedicated for this task , but I found that when you practices doing it manually you can get better result pretty quickly
9:48 reflectoin texture
This is the most professional method I have seen so far. I have seen too many but when I try them the result in render is not very good, since you cannot control the colors as you teach it. I'll try
Thanks..it help me a lot..but I guess nowadays we use roughness instead,right..?
very nice
Amazing tutorial. Congrats!
U r great...make more vidoes...thank u
Great to hear!
Thanks for this one, awesome tutorial
Could you explain what steps you took after 7:00?
He took the Black layer above the Diffuse copy layer and reduced the opacity of the Black layer to 60%
@@henfre6845 this still doesn't make sense
Ohhh I got it!
waow that's so nerdy ! I love it ...
Thank you! a way to make 3D textures without the nvidia plugin, this is exactly what i have been needing!
+g5562 Just wanted to ask you, what do you mean "without the nvidia plugin".. am very new to reading about what 3D texturing actually is, and saw your comment here.. what is the nvidia plugin? is it a PS thing or a render engine thing? and with it what exactly makes texturing easier? Sorry about my lamen question lol Cheers!
Great tutorials! Much obliged..
Thanks for watching!
That's what I want to learn !!
Thank you so much
Samuel Lai You're welcome!
Arch Viz Camp How to apply those maps to Vray material in 3ds Max?
Can you make another tutorial about that?
Works for human skin textures?
Great lesson
is reflection and specular map all the same ?
Thank you so much!
Ótimo vídeo, parabéns..valeu!!
Thanks!
it was very helpful and well explained tutorial...but plz explain what u hv done frm 7:00-7:26.....plz rply soon....
he put the background diffuse merge layer under the black layer and reduced the opeacity of the black layer
Thx! Very good!
Can you make a video on glossiness map
what commad did you use for isolation
would you please make video on how to insert all of this into Maya please?
Do you know about Vray, 1. Can the normal map do the work for the bum map too and 2. can we generate bumpiness in Vray by playing with bump slider without uploading a bum map ??
Yes a normal map is actually better than a black and white bump texture. It has more information on it and provides more realistic result. You always have to have a texture in the bump slot to get bump effect.
Hi, will you please make the same tutorial on wooden texture.
Sure, in future tutorials
@@archvizcamp thanks
thanks
Yes awesome! thanks a lot !! :) :), just a question about an other subject: Do You know if its possible to have a pass of AO in 3dsMax wich take account of alpha directly without using a cut pass selection in photoshop etc.. ?
For intance the outline of a tree (directly in AO) or anything else... thanks for the answer.
***** Yes, you can save the AO pass as a PNG to get a transparent background.
***** Ok I think I got you this time :) , to make the AO pass react to opacity/alpha map of an object ,do this: under Render elements add VrayExtraTex and put Vraydirt map in the texture slot, drag the dirt map to the material editor as an instance and enable "work with transparency" . let me know if that helps.
thank you very much :)
thanks brother for amazing tutorial. i want to ask you one thing how you gave black color to layer 1 (5:33) did you use any short key plz help thank you
junaid latif if you press ctrl+backspace it will fill the layer with whatever color you set in the "background color" picker
how did he do that at 5.00
ctrl+i
Hello excellent teacher you want to know how to choose paramètre vray in the work room so good luck man
7:00 I can't see what you're doing here. What layer you're on or how you do it.
+Marcus I. Keil he doesn't make the same changes as he did to the other layer (color overlay) he does something different. once you double click the black layer look at General Blending - then under that reduce the opacity - done
can you maybe start using UE4 already :D you're project are amazingly good!
love how u inhale real fuckin loud every sentence
7:34 oh fuck... are you eating???
no way ...just making some strange noises ....
That's not how u do bumb map
And also normally if u have a displacement map u don't need a bumb map anymore
Well I disagree :). It is better to deform the larger details of a material such as the brick thickness with displacement and add the small subtle details via bump map or normal map.
@@archvizcamp many people use only displacement maps with details and get a better result. It looks over done in this result. Most times humans over do thinks and make there art or texture pop way too much. Often it's better to use one displacement map. And if u are using the same texture and details as in the displacement map in the normal map then what's the point of that? U have the same detail but instead of it being 3D u have it as a normal and not it being displaced. It's mich better if u have the details on one map. Why would I do the same detail on different maps it's just too complicated and doesn't do much. If u use a normal map it is better to not use a displacement map of that same texture. It is way better and more performance friendly do make a simple model without details and then add the details with a normal map and occlusion map.
@@termozoid6248 the displacement and the bump in the tutorial are created differently from the same defuse map. They don't show the same level of detail. What you suggest - building the basic model instead of displacing it in the material is another great method to use. the purpose of this video how ever, is making maps solely from single defuse map.
@@archvizcamp yes they are but they still use the detail of the same texture so I don't see the point of using the same details twice. When u use the replacement only for geometry why do even use details in your displacement you could just use a black and white image of the displacement map. Why use the same details twice?
Are you Israeli? You sound very Israeli.
is Im very Israeli Ha Ha
you gave a lot of useless information. please only talk bout the subject on hand