| Tutorial: Specular, Bump and Normal Map Workflow | |||||||||||||||||||||||
Introduction: Key: Hotkey Resources: Right Click and Save Target As: Process: 1.) PSD Prep: Start by opening the texture file and duplicating the background layer. I usually rename this one to "Original" and stick it inside a new group that is named according the desired output type; Like COLOR, or NORMAL. I know I want to make a normal map for this texture so I will usually start with that. The specular map can be made after by copying and modifying any of the height map layers. 2.) Adjustment Layers: Create a new Channel Mixer Adjustment Layer from the bottom of the Layers Palette. I use adjustment layers and snapshots as much as possible for flexibility sake. I will be talking about how I use my snapshot action later in this tutorial. The more adjustments I can make to a texture that are isolated and non-destructive, the easier I can make adjustments later on. 3.) The Cannel Mixer: Check the option box for monochrome, you should see 40% red, 40% green and 20% blue by default. The resulting image is almost what you get when you de-saturate your image ( ctrl+shft+u ). You can mix in different amounts of each channel to create a much richer black and white photo, or to separate values for use in texture production. To maintain the overall brightness of the image, you want to keep the channel percentage total at 100. But for now, we aren't going to be paying much attention to that total. What we want to accomplish with the channel mixer here is simply to separate the surface types according to their height through clear separation of value. The wood parts represent valleys and the paint the peaks. If you are working on a complicated texture it may be helpful to draw yourself a quick little diagram of the surface composition.
4.) Settings: The settings I chose to start are: 100% of the red channel, +60% of the green channel, and -110 of the blue channel. Dropping the blue channel significantly really separates the wood from the paint. Mixing in more of the green channel helps to separate the wood from the deep cracks and shadows, and mixing in the red channel raises the contrast of the image to what I think is a good starting point. 5.) Defining the Value Range: Now I'm going to create a Curves Adjustment Layer. What I want to do here is to redistribute those values a little by dropping the mid-tones in order to create a little more separation detail between the surface elements.
6.) Surface Debris Mask: Now we want to make that little extra bit of surface debris on top of the paint. The plan is to end up with a Surface Debris Layer with a layer mask. But to get one we are going to have to do a few things first.
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