Product Chat / Creating Max Surface Textures

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wizard of id
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Posted: 13th Oct 2020 07:28 Edited at: 13th Oct 2020 10:02
Requires
png, jpeg, bmp, ect. diffuse , normal texture, ambient occlusion, roughness (gloss), metalness textures

Download materialize
http://www.boundingboxsoftware.com/materialize/getkey.php

It should be noted that this program uses the unity PBR work flow for the smoothness map, while gameguru uses the unreal PBR workflow for roughness map(gloss) which is the invert of a smoothness map.This program can be used to create your PBR textures but you you will need to invert the smoothness map.

Materialize is an easy and straight forward program to use, if you going to use the program to create your PBR textures, you will need to play around with each property settings to get the right balance. However this isn't the purpose of the post. It is quick and easy. Don't forget which ever program you use to create your PBR textures that if the setting is there to use the unreal work flow.

Red Channel = Ambient occlusion
Green Channel =Gloss (Roughness map)
Blue Channel =Metalness

You can then save out your textures, to PNG format. Get your self gimp and the DDS plugin and save out the textures to DDS format.


Naming convention for textures

Yourtexture_color
Yourtexture_ao
Yourtexture_normal
Yourtexture_metalness
Yourtexture_gloss
Yourtexture_surface



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GraPhiX
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Posted: 13th Oct 2020 09:28
Nice article WOI, there is some confusion with the channels some stock assets with the latest beta are mapped this way:

Red Channel = Ambient occlusion
Green Channel =Gloss (Roughness map)
Blue Channel =Metalness

I think some clarity on Channel packing is needed
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wizard of id
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Posted: 13th Oct 2020 09:42
As far as I am aware

It is Red AO Green metalness and Blue gloss (roughness).

PS trying to find the post which lee mentions which channels.
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GraPhiX
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Posted: 13th Oct 2020 09:47 Edited at: 13th Oct 2020 09:53
Yeah hence my original confusion as to why PBR was not working it was down to a channel mix up

here are stock Barrels you can see Metallic in Blue Channel:


Metal in Green Channel:


Metal in Blue Channel:
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wizard of id
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Posted: 13th Oct 2020 09:53 Edited at: 13th Oct 2020 10:02
Post fixed
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OldFlak
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Posted: 13th Oct 2020 13:05
@wizard of id - awesome - thanks for that. Appreciated

OldFlak....
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granada
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Posted: 13th Oct 2020 13:24
Nice one guys, thank you

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3com
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Posted: 13th Oct 2020 14:50 Edited at: 13th Oct 2020 15:05
Nice one wizard of id

I use Materialize to make my PBR textures, however, I prefer to use ModLab to make my roughness (gloss), this is a very intuitive tool, you can even make emissive, curvature, volume textures with.



I would like to add something about Materialize and is that you can make tileable textures as well.

Edit: Using Materialize you will have to invert Y (-y) using the button labeled Flip Normal Y

I save all my textures in .png format since I'm texting png format on my textures in GGMax, and it is working fine so far.
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GraPhiX
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Posted: 13th Oct 2020 15:05
Comming Soon(tm)

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Posted: 13th Oct 2020 15:22
@ GraPhiX
Please mate take this just as a suggestion.
bulk processing feature would be nice to add, because the name convention it might be not too difficult to do.

1- User choose the files he wants to generate surface textures
2- Because of the name convention, your app can guess the other texture files.
3- Your app generates the surface files and saves them in the working directory.

Users even could just select the working directory, and your app search for _color files and work with them.
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Duchenkuke
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Posted: 20th Oct 2020 14:51
Thanks for the tutorial. This is useful!
Scanman
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Posted: 4th Nov 2020 16:16 Edited at: 4th Nov 2020 20:35
Hi there,

@wizard of id
Very interesting software. I've downloaded Materialize, but cannot apply texture. When I am opening file explorer inside Materialize none of the images are previewed and after selecting an image nothing happens. No previews and no any effect inside program... Something wrong with my install? Could you provide what WIndows version you have? I have Windows 10. May be I need WIndows 7? Or some libraries. Troubleshooting FAQ on official site says: "you need admin rights" and "please install VC++ 2014 Redistr." It did not help.

I can share my experiment with iClone substance material plugin. I used free integrated substance material for brick wall. Very cool soft!
It can bake substance materials to the bunch of image formats, which can be used in further texturing. You can see in the video below my easily generated brick wall. All what you need to create PBR texture in Game Guru: diffuse, normal, AO, roughness and more. May be someone knows is it in plans to add tessellation map processing in GG Max?

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