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Texture Maps Explained - Essential for All Texture Artists
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- Опубликовано: 19 фев 2019
- In this texturing video tutorial, we go through what the various texture maps are, such as diffuse/albedo, ambient occlusion, curvature, displacement, bump, and many more.
- Shader Maps -
Albedo/Color - 01:15
Roughness/Glossiness - 06:11
Displacement - 09:37
Bump - 11:37
Normal - 13:14
Opacity - 17:09
Metallic - 17:42
Vector Displacement - 21:02
- Mesh Maps/Masks -
Cavity - 24:11
Ambient Occlusion - 26:01
Curvature - 30:23
Thickness - 31:30
Position - 32:10
ID - 34:30
Model by Simon Peloquin
www.artstation...
Maps for texturing humans
texturing.xyz
More info about cavity maps
www.paulhpaulin...
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You just saved my life;
I've been on a long trail, an adventure that has lasted a very long time;
Tutorial videos have come throughout my lifetime, Most of them, Recorded on some type of Ancient 240p Softwares.
Usually not in english; But an alien language- FUll of breathing in the microphone, and The guy whispering to the point of RIP Headphone users.
Usually forgetting what they're teraching mid way through the video.
I feel like my quest for the holy grail has ended.
Thank you.
Lol
😂
Not to mention those other "tutorial" videos usually don't even talk about the topic until 2/3rds of the video. They spend the rest of it repeating really basic things you already know or talking about something else completely different.
You are a GODSEND. thank you so much for making this video!
Thank you! :D
Whoa! When I started doing 3D, I always wished for a video like this! 5 years later is here! Thank you FlippedNormals... keep creating such good content!
Thanks a bunch, Carlos!
One of the best texturing tutorials online. thank you. Perfect timing since I'm working on textures for my final project for school.
I'm also one of the victims of albedo focusing. I'll be utilizing your advice regarding bump, roughness and spec maps instead. I work too much in stylized textures. I think that's why I focus so much on the diffuse map to assign most textures for hand painted textures.
Always appreciate your videos, Henning and Morten!
Thanks a lot, Sebastian! We really appreciate it.
Great video! Another good thing to keep in mind is that when you're working with metals and have the metalness set to 1, the "color" slot controlls the specular color, not the diffuse color since metals generally don't really have a diffuse component. So it's usually a good idea to keep that map in grayscale unless you want a very specific metal like copper or gold.
Thanks guys! I'm learning 3D from home, and videos like this bring a lot of clarity. Looking forward to the texturing tutorial.
18:40 Considering that the Metallic Map is basically only going to ever be set to two values, is there a more optimized way of formatting it?
Nice video!
Would have been cool to drop some words about the differences between Metallic and Specular workflows when it comes to PBR.
I see a lot of people thinking that specular maps are something from the past, and who don't understand how it works in PBR specular.
Keep up the good work!
Yeah, I had to point out to my students how we use Specular in PBR workflows.
I think it is useful that they pointed out how different shaders use different specular/gloss/metal maps, but without a few specific examples kind of feels like a throwaway point.
@@jeromyperez5532 can I know what collage is teaching graphics design or what where is 3d art is being thought ?
One of the best tutorials I've seen on all the different texture maps. Very helpful. Thanks!
Thank you so much!
Personally such good timing for my current stage. Thanks! Lighting next?
I like the way you guys explain the normal maps and bump maps. This will be needed for my classes at college
Well done! Would have liked to see more of the bumb/normal debate in painter vs outside painter as its a part where i struggle a bit more but thats just me. More painter stuff please!
You guys knocked it out of the park again. Thanks so much for this.
Thanks a bunch Javier!
very informative video
i never have been able to understand what maps is. Especially normal one
thanks a million times for that video
Thanks a ton, Samy! :)
Bless you. OMG Hope you get more views and subscribers.
I literally can't explain how glad i am to see this video
Awesome, thanks a lot Sam!
I am literally waiting for this for almost 2-3 months and guys do it for me. God blessed you sir you are my mentor after mike Hermes . thanks for this video.
Thank you so much! Mike is also great :)
this is great video ,this is what i searched in the whole internet but finally found here...great work guys,thank you guys very much
I Learned substance painter from substance videos but not 100%. So I love to see your tutorials on substance painter core series .
This is a helpful video. Even for someone who has done this, both in the physical world and in the CG world, I found this a great resource. Thanks!
Oh my god thank you. I've been sculpting for years and have No idea where to start with shading, rendering, texturing, ect. Hopefully this will send me on the right path
Awesome! We hope this helps :) We have a full Introduction series to Painter coming out soon too.
Feeling like some things are a lot more clear now. Thanks for taking the time to explain this all!
thank you! i remember when learning 3d this was the hardest subject its very hard to get clear info on this so thanks for this
Height maps - Displacement/bump/normal - usage depends on the platform/goal and distance from POV. No point in using displacement if the final result a normal map will do, if you couldn't see the difference in any circumstance. In games (my area) , I consider displacement/bump as levels of details. For example, you can use a tiled displacement for rocky terrain, then add a tiled normal map as a detail map for when you get up close. They can both be the same shapes/source data, but at different scales and tile.
In games, Normal map generally rules over the others. In Unity you can import a height map and convert it to a Normal map in the engine. This is helpful because you can author a single texture for a displacement and normal map and modify the normal intensity in the engine to be more creative based upon hat you're seeing in the engine. When you bake out a normal map, from another program like zbrush or Xnormal, you're 'locked' to those height values, which may be too subtle in the game engine and it need s bit bit of a push (even though you've correctly work to it being 'physically correct' ), with Unity there's an intensity slider and you can edit it quickly - I'm mainly referring to environment stuff here. Characters should be fine baking a normal map out.
People are making really cool displaced stuff in Substance Designer, but it's impractical for games *atm* because the poly count the displacement requires is huge - but I'm sure in 10 years it'll be the norm.
BTW you can paint Normal maps - well, edit them. You use the channels, regard them as gray scale with lighting coming from a direction (and use masks sometimes) then put them back into the channels. I wouldn't recommend it as an authoring technique; the values matter - but OK for any tweaks or edits if you can't eliminate it before a bake etc or there's a persistent few pixels that are causing problems. TBH it *is* bad practice, and not a good workflow in a team, cause if there's change later it has to be done again - so *always* better to fix in the source, but if it's just you and and there's little time for a deadline or it's a tiny edit, it can help as a last resort.
Cavity and curvature maps can also be used on a height or albedo map, it's a cheat, but means everything lines up if you may want to subtly modify/exaggerate - e.g to use stylized cartoony stuff.
In games, AO maps are not always used unless the scene lighting is locked. (shinning a torch in a dark room will 'break' an AO map) For this there's Screen Space Ambient Occlusion (SSAO) and so you don't need the separate texture.
Many thanks for this comment. Very cool and useful insides 🙌
thanks for clarifying the uses/differences between bump, normal, and displacement!
Happy to help, Kide!
Thank you for this!
I have a few questions of my own, but I'll go and do more research about it.
What matters is that I enjoyed watching, and I learned a bunch.
Just wanted to add that your interactions with one another is genuinely fun and engaging.
I wish I can have similar friendship with someone
Brilliant definitely getting the full tutorial when it comes out can't wait :)
normal maps and bump maps are a godsend in video games
I already know this stuff, but I just had to come and leave a like. Love what you guys are doing!
NIce, been waiting for someone to explain the various maps!!!
Fantastic! We hope this helps then :)
So a vector displacement map is basically what sculpt maps in Second Life are. They're essentially textures that appoint vector positions using values of red (x), green (y), and blue (z). They are limited to grids of 32x32 which means you can only have have a total of 1,024 points. I'm surprised you guys say there's little documentation considering they were first implemented over a decade ago. Maybe they just became so overshadowed by other rendering methods that almost no one bothered to experiment with it anymore.
you answered my question in the first 2 minutes and 15 seconds.
I was simply trying to add a few different colored armors of existing armors in the game of kenshi and I changed both the colors in the diffuse and the normal maps with horrible results. I was just wanted to change the color not the texture or light reflection and such and I guess all I need to do is change the color of the diffuse and leave the rest alone.
now to test this out and see what happens.
Love this video... always find your videos cool and informative :D
This was very helpful to watch, thank you
Still remember the time I thought normal map is made just like albedo in Photoshop
normal map in chinese sounded like "hairline map" and I thought it's for making cg hair (it can be use for that tho haha)
well there are ways/tools for making normals in photoshop...
you can ?
@@fernwehmind yeah, look it up
@Nicholas Hansen What do you mean, "not true"? Generating normal maps from height maps is literally a bone-stock feature of photoshop, not to mention all the plugins there are.... Maybe you mean baking normals? I'm not aware of any way to do that in Photoshop, but baking from a high-res mesh is by far not the only way to generate a normal map.
In case anyone is confused - as I was initially - the 'albedo' map as explained in this video is actually the base colour map - as its a PBR Metallic workflow / I think / newbie to 3D and learning from different sources atm.
Yeah, Diffuse, Albeto, Base Color, all the same thing, different names likely from different generations of artists, but they are all the same, also the bump map (the black and white) is also called Height
This is Such a Useful Tutorial Thanks
Cool! Please continue making videos of substance painter, are very useful
Y'all mentioned how vector disp maps are just coming into wider usage now and are still not particularly well documented. A similar dynamic on the gaming side of CG exists with Bent Normal Maps.
Thanks, guys - great tutorial!
Very Nice video Benefits me a lot.
Thanks a lot! Glad it helps :)
@@FlippedNormals Please keep up the good work and I also appreciate the fact that you guys paid attention to Blender 2.8 :)
Ive always wanted to incorporate XYZ for those hi rez textures, but placing them has never clicked with me. Can you guys consider maybe going over incorporating XYZ into workflows? And the best practices for it?
Good idea! We'll be sure to do that.
@@Anton_G_604 Damn, thats a bit of a shame. Theres so many softwares to use in a pipeline im honestly not looking to bust my ass learning mari, and especially not mudbox (however i have heard its good for texturing)
@@swarmX You can learn Mari in about a hour tbh. Its not a hard program to learn or use at all its just doesnt have the prettiest UI. But it is hands down the best software if you want to project images like XYZ.
This is incredibly helpful, specially for someone who only works with render engines. For example, how can we plug metallic and roughness maps in a v-ray material? They're not the same as reflect or glossiness maps, right?
This is great vid. I watched it thinking "yeah I know this stuff but I will happily listen to it anyway" (Henning has a sexy voice), and then all the way through you say little things and I have "ohhhhh... that's why !!" moments. I like why. And then I thought of a question. How do you describe the difference between opacity and transmission? (I am specifically thinking about Arnold). ty.
Hello
Can you guyz tell me more about creating and making vector displacement maps ourselves ( are there any espical software apart from photoshop). Just willing to learn more about multichannel displacement map
Maybe it could help me understand more deeper if we figure out how is it actually created
no words for you guys. thx
Thank you 1000 times for this.
I was curious to know the baking resolution used in the texture and the resolution used for Maya models for nice and clean texture without geting pixilations...thanks and great video......
cool vid, understood most of what I wanted to, ty
Thank you Henning and Morten! I hope I got the names correct. :)
You did :)
Hey! It's interesting that you decide if the material is metal or not based on electricity conduction not really on looks of the material. That said how would you qualify graphite and shade it? It conducts but it's not metal. This may be theoretical question but at some point you may have to render high guality detailed pencil so there will be graphite to render.
What a bright yellow map, i have no idea what type of texture map that is
so what the use for specular weight in arnold !! it's have roughness too ? i saw a lot of artist that use specular in face texture and then add roughness mask under the eye and nose and other glosse area !! why >?
Looking for that texturing tutorial guys! :)
Thank you!
Very very helpful.Thanks.
Could you please make a tutorial on how to use the multichannel faces from texturing xyz with substance painter(allign all the maps to a specific mesh in general)?I only found a pipeline for mari.Great video btw:)
Can you try the Unity Delighting Tool? I have tried it and its great but it leaves some artifacts for some reason. All you need is the base colour (albedo), normals, bent normals, ambient occlusion, position and mask. Just chuck em in as far as i can tell?
then,what is the good way to use AO,if it's not multiply :)
Good video,,
the world of 3d is fascinating, sorry for my english ,,, greetings
Is it worth to upgrade from Substance Painter 2 to the 2018 version?
Try using trial version and make your decision.
We'd highly recommend that you upgrade. It's a huge upgrade.
Simple answer is yes.
You mean to 2019
110% must upgrade
Great video. Thanks
many thanks, very useful!
Pretty awesome and helpful video- i have learned a lot.
But i have one little question- what is the difference between a cavity and a displacement and/or bump map? As i understand, they are all responsible for the "depth"? Do i get this right?
Would you still use a normal map if a displacement map is already in use?
Very educational. Thanks!
Happy to help!
thanks
if anybody changing gpu or plan do it - i would gladly adopt old one. I promise to clean it every week and do not overheat it too much. Btw. great channel and vids. Have a good one.
great video as always ! this honestly helps me alott, can you guys give some thought on the blender 2.8 update ? is this gonna be big with all these eevee realtime ?
Hi! Thanks for great tutorials! You said that using displacement maps will drastically slow down the rendering time. Can you please explain what would be the best way to use bump and displace maps together? For example, we have retopo model in maya (that should be animated) and high frequency one i zbrush that we use for creating maps. How to export bump and displace map from ZBrush and use in Maya? What would be pipeline?
hi guys can you explain in your next video about texture optimization for game? like what will be the pros and cons of combining texture like RGB+A and latter are there any benefits of doing both also explaining the use of any image file like PNG, JPEG, TIFF and TARGA. or Baking AO in the Albedo etc. there's a lot of talk of this in polycount but I haven't heard you make a video about this I would love to hear and watch it guys.
Nice video team.
Thank you! :)
15:20 I've seen a post on artstation of someone who handpainted a normal map. I never thought it was possible
@Guilherme Oliveira magazine.artstation.com/2019/04/handpainting-normal-maps-in-photoshop-with-nick-lewis/
@Guilherme Oliveira I know right? He must have deeply studied the height information each shade of the color thing gives because I still don't understand how he did it
you guys are awesome thank you so much!
Thank you!
thank you so much
@FlippedNormals If you ever redo this video say that dark is shiny and white is dull instead of sharp and broad in a roughness map. That explanation was a bit muddled. I know you tried to make that connection, you just took like a dozen detours along the way. lol :p Good video though. All this PBR stuff is not new to me but my hayday was long ago. Thanks for clearing stuff up for an old dude.
is there a way to output all the texture sets as one map?
Not right now, unfortunately.
Good video welldone
The map you are referring to as "albedo" in this particular example is not actually an albedo map, but a "base color" map - PBR Metallic workflow uses a base color map instead of an albedo map, since the map also has the specularity of metals added to it as color values, and the different materials (non-metals = dielectrics, and metals = conductors) are separated in the shader using the metallic map as a mask. An actual albedo map (Used in the PBR Specular workflow) would show all metallic surfaces as completely black, since metals don't have any diffuse reflection (albedo), and their reflectivity (specular) and color would be stored in the specular map instead.
Also at 26:00 - 26:26 you say "Ambient Occlusion ... Has nothing to do with lighting" which is just completely incorrect - ambient occlusion map is exactly a map that simulates how easily a ray of light from an ambient light source can reach a point (directly or via bounce reflections) on the surface, and the more geometry there is that occludes a specific point on the surface, the darker that point gets in the map. They are mostly used for enhancing or replacing a GI (Global Illumination) rendering solution, since GI is fairly performance intensive to render, especially in real time, which is why shaders in virtually every modern game engine can use pre-computed ambient occlusion maps to add more realistic shadowing to objects rather cheaply. AO maps can _also_ be used for texturing purposes in programs like Substance Painter, since they are useful for generating different effects, like dirt accumulating into crevices, or masking edge wear effects.
Thanks for clarifying between base color and albedo.
Regarding AO, we stand by what we said. The values it generates has *nothing* to do with lighting, and everything to do with the geometry. You can definitely use it to fake GI or to darken shadows, but that has nothing to do with how the map was generated. An AO map is a mask which can be used for a bunch of different things, including adding GI and additional lighting.
@@FlippedNormals I really appreciate what you are doing, and value your skills and knowledge, especially in terms of sculpting and pipeline. Your videos and tutorials are generally very well made and beginner-friendly. But I feel like recently your (free) videos have been either way less useful, or riddled with inaccuracies - your earlier videos had a lot more info and tips I found very useful, and I felt I learned new things from those. Nowadays I find myself cringing at your videos from time to time... As you are doing this as a full time job now, maybe you could consider hiring experts to talk about things you yourselves are not as experienced with, to avoid spreading misinformation, and to provide your audience the most useful knowledge and skills possible, in exchange for their time/money.
@@FlippedNormals It is a shadowing term of a white ball surrounding the object. (It was originally designed for shadowing/occluding ambient light and as you said it's really horrible hack.)
ILM used bent normals in combination with them for directionality and thus a lot better quality when they first time used them in Pearl Harbor.
renderwonk.com/publications/s2010-shading-course/snow/sigg2010_physhadcourse_ILM.pdf
thanks for explaining - I found the albedo map explanation in the video confusing.
Now this fan took over the FP Creature
Can you please explain the worlflow from substance painter to maya :)
Because its difficult to get the same output in maya as in substance most of the times its because of normal and height maps :)
Thanks :)
I think the key to getting the best albedo maps lies in photography itself. The stuff or people you photograph, can be lit evenly from all sides, using the softest light in order to avoid the the highlights and shadows. The highlights and shadows in the photo at 3:15 were caused by a somewhat small and hard light source. And even if you use polarizing filters, you cannot get rid of them.
7:34 roughness map
i wanted to know the diffrence between displacment and normal maps and height so i search about it with ur name guys,,the best to teach from
7:44 glosiness map
Nice...😍 hey can req a video ....on how can I improve my texturing and shading skills..😌
What specifically do you want to improve? :)
@@FlippedNormals In ur fan 😘only it looks realistic ...hence hw to go fr realistic stuff and make it look cool not dull
36:36 even for realistic humans ?
For humans, you definitely need a lot more maps, like SSS amount, and probably a few different SSS color maps.
I've lterally been in Games Design for years and I STILL DONT UNDERSTAND LIGHTMAPS
I am surprised you don't know what's the difference between metallic and dielectric materials in PBR...
AO was meant to be used like a mask.
My life as a PAINTER was a lie.
Yeah... me too
5 minutes waffling about a defuse map. I love the information in these tutorials, and the waffling in the podcasts. But I can't wait out the waffling between information.
I seen normal map with yellowish color..
That would be a World Space Normal Map :) Both world space and Tangent (the blue) are used in Painter.
No, albedo and diffuse are not the same thing, albedo has no shadow information.
36:50 i watched the entire vid just to find this one thing out
I dig your tutorials but I often have a hard time hearing what you're saying. And this one was no exception. I turn on the CC for your videos but the speech to text algorithm can't make out what you're saying, either. I just hit stop, as I'm watching this, to comment here and suggest that maybe a transcript, written by you, would be an awesome addition for your audience. Then I'd have known, for instance, what you just said (28:29) was so important when using Painter, but your buddy's laugh was in the mic, and louder than what you were saying. So, now I don't understand why I'd need an Ambient Occlusion map in Painter, but I know that the "smart materials will literally need..." something.
Forgot about object space
some giant fingerprints on that fan.
13:14 normal map
Thanks! We also have the time stamps in the description :)
@@FlippedNormals oh,sorry o didnt saw that. I did it for myself not for u btw :) so I can get back when I need something. I do this for all kinds of tutorials I come across on youtube.
if we have unlimited cpu then we paint with atoms basically all the lightening included
one of you said a displacement map generates geometry, the other one kind of corrected it without pointing it out, you have to have geometry for the displacement map to move. But then the other one just straight up said a displacement map generates geometry again haha
aaand a third time.
To be clear:
- You need base geometry for it to work, like a plane.
- When using a disp map, you'll generate additional geometry, as the mesh is being subdivided at render time.
my first impression at start was, basicly this video dedicated to texture artist. am be like 'how the hell he became texture artist if he don't kow normal,displacement and other kinda maps :-:'
v cool! that guy needs to unclog those pores tho