Photoshop

Custom PBR material (PS+Materialize)



Tips: Use 50mm fixed lens (avoid distortion), cloudy environment (avoid hard shadow)

In Photoshop Camera Raw page,

Roughly adjust as follow:
Increase: Highlight, Shadow, Whites; Slghtly: Contrast, Texture
Decrease: Exposure, Blacks
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In Lens correction column,
tick Remove Chromatic Abbreviation, and Enable Profile Correctors (reduce its distrotion to 0, Vignetting as 100 (to keep the same tone throughout all the texture)
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Click Open Image at bottom column (jump to photohsop interface)

If the image is too big:

Use Selection tool highlight the part wanted, Crop it:
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Use Lasso tool to selected unwanted part in the texture, use Fill tool to remove it (Shift + F5)
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If the image is too small (use AI funciton to generate fill):


Reduce resolution (if it’s too high) in iImage column → mage size:
Change Inches in width to Pixels
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In Canvas Size, change the anchor to below (extend R side), input value in Width/Height (extend X/Y axis)
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Use selection tools to highlight the blank area, click Generative Fill
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Change different options in Variations column if needed. A generative layer 1 is created
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If want to make a more Tileable texture:

Add both width heigjht in canvas size
In Filer (top column), Choose Others → Offset (add values in horizontal and vertical, wrap around
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Multi selection with square selection tool to highlight the blank areas:
click generate again
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Merge generative and original layers into a single layer
In Edit (top column|) → Define Pattern, click ok
In Layer (top column) → New Fill Layer → Pattern
Scale e.g set to 30% (depends how many tiles wanted)
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Save the file as PNG

Go to Materialize, set each Map:

download at Boundingboxsoftware.com
In Diffuse Map column, click O (to open), choose the saved texture img
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In Height Map column, click Create
Goal: to make a B/W image comparsion, in which shadow (bumpind down) area should be dark (go down), bright (bump up_ area should be white (go up), but not too much
Wrong example below (too much)
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Suggestion setting:
In Presets on Weight, choose Dsiplace (set a bit higher detail by push up the most R weight equalizer bar); and Contrast, choose default
play around final contrast and bias
Correct example below
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Click on Show Full Material tab to fine tune (mainly tune paralax displcaement):
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Click Set as Height Map

Create Normal Map:
Set Mids in Preset, confirm
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Create Smoothness (or called Gloss) Map:
Mainly increase Final Contrast and Bias:
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Create Ambient Occlusion (AO) Map:
Decrease Blend Normal AO..., AO Power, and AO Bias
Increase AO Pixel Spread
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Create a Tile Maps

(so the materials looks continuously extended, don’t see stitch in between)
Set Texture Tiling as 2 (will see a sharp stitch between 2 layers)
Adjust Overlap X/Y and Edge Falloff to eliminate the stitch
Set back Texture tiling to 1
Set resolution to 4096
Click Set Map (the whole Map will be updated)
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Go to Saving Options, choose format and Save project (All layers of Maps will be saved)

(Optional) Edit Normal map in PS to be used for Lumion program:

Put Normal Map and Smoothness/Gloss maps back to Photoshop file where opened the texture img
Select tools to highlight Gloss map ,
copy and paste in Normal map as an alpha, in its channel (click the bottom 3rd icon under the channels layer):
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a new channel is added:
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Click the eye icon on Alpha channel to make it become invisible

Save the Normal Map as Targa format, with 32 bits/pixel
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