Its great to see Mikk Tspace finally becoming a standard in baking textures. 10-12 years ago baking was a real headache and I never fully realized what the problem was nor anyone properly explaining what the problem was. People were talking about baking obj space normals but was never clear to me why. Most artists were using CryEngine3 or UDK with simple planar maps. Handplane was a huge breakthrough back then for me, explaining tangent spaces and why things didnt work well. I realized back then artists were using specific bakers with/or plugins to ensure synced workflow. This is all a distant past with Mikk Tspace becoming a standard for renderers AND baking suites.
Things are getting more straightforward all the time and the pipeline becomes less complex and mystifying. It's a lot easier today to find the solutions to problems, and a lot more developers are sharing their techniques.
Yeah, just some random painterly strokes of different values, then with all layers flattened i use the Filter>Offset and offset it by half the width and height, so if its 1024 then offset by 512, this allows you to see the seam. Paint that out then offset again by the same amount and you should have a tiling texture 👍
Hello @RobotArmy, I wanted to ask if you know the brush type you used in photoshop to make those paint sheets? I'd really appreciate it! and the pillars looks amazing!
Hi, thanks for the comment, the paint sheet can be downloaded with my Saloon tutorial, but it was just a standard paint brush that comes with Photoshop - Layered up and again and again until i was happy with it. You can use the "offset" filter to help make it tile. Or run it though Substance sampler and use the "make it tile" filter. Hope that helps.
No quick videos. Everything is clear and in fact, in a clear and accessible language. Definitely a thumbs up.
Thanks! I'm glad you liked it.
the best tutorials that I've ever seen before
Thank you! That's very kind of you!
Its great to see Mikk Tspace finally becoming a standard in baking textures. 10-12 years ago baking was a real headache and I never fully realized what the problem was nor anyone properly explaining what the problem was. People were talking about baking obj space normals but was never clear to me why. Most artists were using CryEngine3 or UDK with simple planar maps. Handplane was a huge breakthrough back then for me, explaining tangent spaces and why things didnt work well. I realized back then artists were using specific bakers with/or plugins to ensure synced workflow. This is all a distant past with Mikk Tspace becoming a standard for renderers AND baking suites.
Things are getting more straightforward all the time and the pipeline becomes less complex and mystifying. It's a lot easier today to find the solutions to problems, and a lot more developers are sharing their techniques.
coool design thank you for this series, please make more tutorial like this! Keep going!
Thanks, im glad you liked it.
Thanks for sharing this workflow. That was great!
Np, Im glad it was a help!
Amazing As always..keep up the Great work..Big Thanks
Thanks!
thank you so much, very helpful
Glad it helped!
Thanks for tutorial! Could you please explain how you did this sheet of paint strokes? Did you just draw it in photoshop?
Yeah, just some random painterly strokes of different values, then with all layers flattened i use the Filter>Offset and offset it by half the width and height, so if its 1024 then offset by 512, this allows you to see the seam. Paint that out then offset again by the same amount and you should have a tiling texture 👍
@@RobotArmy3D Thanks, gonna try to draw some sheets with your instructions👍🏻
Hello @RobotArmy, I wanted to ask if you know the brush type you used in photoshop to make those paint sheets? I'd really appreciate it! and the pillars looks amazing!
Hi, thanks for the comment, the paint sheet can be downloaded with my Saloon tutorial, but it was just a standard paint brush that comes with Photoshop - Layered up and again and again until i was happy with it. You can use the "offset" filter to help make it tile. Or run it though Substance sampler and use the "make it tile" filter. Hope that helps.