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
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)
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:
Use Lasso tool to selected unwanted part in the texture, use Fill tool to remove it (Shift + F5)
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
In Canvas Size, change the anchor to below (extend R side), input value in Width/Height (extend X/Y axis)
Use selection tools to highlight the blank area, click Generative Fill
Change different options in Variations column if needed. A generative layer 1 is created
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
Multi selection with square selection tool to highlight the blank areas:
click generate again
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)
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
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)
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
Click on Show Full Material tab to fine tune (mainly tune paralax displcaement):
Click Set as Height Map
Create Normal Map:
Set Mids in Preset, confirm
Create Smoothness (or called Gloss) Map:
Mainly increase Final Contrast and Bias:
Create Ambient Occlusion (AO) Map:
Decrease Blend Normal AO..., AO Power, and AO Bias
Increase AO Pixel Spread
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)
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):
a new channel is added:
Click the eye icon on Alpha channel to make it become invisible
Save the Normal Map as Targa format, with 32 bits/pixel