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created Diffuse Workflow/Pipeline (Share opinions and workflows!)
on 05-01-2012 07:22 PM
Hi guys,
I'm currently texturing my character and ive baked a normal, AO, and a specular map in Maya for a Model but wanted to know peoples own workflow on a diffuse.
So far I've painted basic block colours for skin tone and material and then overlaid the baked maps to exaggerate the basic texture, but is there any advice on how to make the colours look like realistic materials? I.e turn my "green creased tshirt" into more of a fabric effect?
Would like to hear people's opinions and own workflows if possible! I'm learning so any advice would be great!
Cheers
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, triangle,
322 Posts,
Join Date Apr 2012,
Location Leeds, United Kingdom
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I don't work on characters but I'm pretty sure it's usually best to start out with an AO bake, then use that as a guide for where / what / how to start painting things. Also, laying down your base color / under-coat colors is important, because then you can go over that with more and more layers of subtle details and such.
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, polygon,
647 Posts,
Join Date Jul 2008,
Location San Francisco, CA
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Hi David
I am texturing cloth atm so I decided to show you my workflow here. Not the best I am still learning.
Basically I used just random cloth texture and blurred it to get basic colour variations. Then I used cloth pattern which was also used in zbrush with noise maker to make details in normal map. Then I added some dirt textures as overlay to break the perfect and clean look. Added lots of different colour corrections. Then I added some brown- orange colour to break the green look. The colour was added in normal blending mode but with opacity of around 70% and I used soft large brush with low opacity of around 30%. And finally I copied AO and placed it on top and masked it with black colour and then I painted white in mask channel in the places where I wanted my highlights. The Highlight layer was set to around 70% overlay. That is pretty much it. I hope you will find it useful
Here are the breakdowns:
Here is the final result with all maps applied in marmoset:

Last edited by ahtiandr; 05-03-2012 at 09:32 AM..
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, line,
76 Posts,
Join Date Aug 2010,
Location Finland
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@ahtiandr: Hey man, thanks for sharing this, I would slightly not show so much of the fabric as it can cause dithering, or make it a bit bigger? Looks good tho.
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, dedicated polycounter,
1,459 Posts,
Join Date Feb 2006,
Location Redmond WA
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Look forward to hearing more from you all
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, triangle,
322 Posts,
Join Date Apr 2012,
Location Leeds, United Kingdom
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Quote:
Originally Posted by bugo
@ahtiandr: Hey man, thanks for sharing this, I would slightly not show so much of the fabric as it can cause dithering, or make it a bit bigger? Looks good tho.
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Whitcher 2 has a lot of cloth like that, it does look amazing in cinematics, at medium distance it can look odd and dither, but in 3rd person it looks great again, so it depends on the use I guess :P You could just turn down the contrast on the pattern too, that'd help.
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, polycounter, lvl. 13,
7,042 Posts,
Join Date Jul 2009,
Location Columbus Ohio
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yeah, bugo is right and when I zoom out in marmoset or even in ps the texture has dithering. But I am doing this for cinematic in UDK and the character will be shown in close distance so it looks fine there but yeah it depends on the distance.
Last edited by ahtiandr; 05-03-2012 at 02:29 PM..
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, line,
76 Posts,
Join Date Aug 2010,
Location Finland
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Quote:
Originally Posted by ahtiandr
Hi David
I am texturing cloth atm so I decided to show you my workflow here. Not the best I am still learning.
Basically I used just random cloth texture and blurred it to get basic colour variations. Then I used cloth pattern which was also used in zbrush with noise maker to make details in normal map. Then I added some dirt textures as overlay to break the perfect and clean look. Added lots of different colour corrections. Then I added some brown- orange colour to break the green look. The colour was added in normal blending mode but with opacity of around 70% and I used soft large brush with low opacity of around 30%. And finally I copied AO and placed it on top and masked it with black colour and then I painted white in mask channel in the places where I wanted my highlights. The Highlight layer was set to around 70% overlay. That is pretty much it. I hope you will find it useful
Here are the breakdowns:
Here is the final result with all maps applied in marmoset:

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I am so digging that cloth. Nice, man. Looks a bit like Link's tunic too 
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, polygon,
647 Posts,
Join Date Jul 2008,
Location San Francisco, CA
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Thanks tristamus !
I am trying to get the leather at the same quality now. This one doesnt look good to me.
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, line,
76 Posts,
Join Date Aug 2010,
Location Finland
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Wouldn't mipmapping sort the dithering out? Unless you've got your GPU drivers set up for performance over quality and oversharpening of mipmaps. (most I've seen allow you to set a bias) I'd expect to see it in Photoshop but not a games engine.
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, polygon,
661 Posts,
Join Date Nov 2011,
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Quote:
Originally Posted by JamesWild
Wouldn't mipmapping sort the dithering out? Unless you've got your GPU drivers set up for performance over quality and oversharpening of mipmaps. (most I've seen allow you to set a bias) I'd expect to see it in Photoshop but not a games engine.
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Yea, it would. Assuming the mip maps are good that is, but for example in UDK you have no control over that because the SDK calculates them by itself when you import. Though it does offer different options for mip generation.
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, triangle,
375 Posts,
Join Date May 2010,
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When overlaying a fabric texture, donīt you get seams where you put your UV seams?
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, triangle,
270 Posts,
Join Date Jan 2012,
Location Germany
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Quote:
Originally Posted by C86G
When overlaying a fabric texture, donīt you get seams where you put your UV seams?
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There's plenty of ways to fix it...
http://www.gamasutra.com/view/featur...s_.php?print=1
Last edited by ZacD; 05-04-2012 at 02:23 PM..
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, polycounter, lvl. 13,
7,042 Posts,
Join Date Jul 2009,
Location Columbus Ohio
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JamesWild, I tried to play with the settings in Nvidia control panel and nothing changed in marmoset at least )=
I have some seams but they are only noticeable in a very close up look. But even so, you can get rid of them by using clone tool and 3d painting app like body paint or 3d coat just to name a few. Also almost every real cloth has seams and I usually place my uv seams there to hide them.
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, line,
76 Posts,
Join Date Aug 2010,
Location Finland
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Quote:
Originally Posted by C86G
When overlaying a fabric texture, donīt you get seams where you put your UV seams?
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If you put the UV seams where the clothing seams would be, then it should look right.
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, dedicated polycounter,
1,655 Posts,
Join Date Oct 2009,
Location Charlottetown
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What is mipmapping?
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, triangle,
322 Posts,
Join Date Apr 2012,
Location Leeds, United Kingdom
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bump
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, triangle,
322 Posts,
Join Date Apr 2012,
Location Leeds, United Kingdom
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Quote:
Originally Posted by David Wakelin
What is mipmapping?
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Mipmapping = using smaller resolution textures for objects farther away.
"This is the listener, this can be fun. Pink is for watching, white makes things run." -Mark Dygert
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, polycounter,
1,116 Posts,
Join Date Dec 2008,
Location Germany
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I actually added just a slight blur of 1.0 to the pattern layer and normal map and the dithering is almost gone but the pattern is still pretty much visible.
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, line,
76 Posts,
Join Date Aug 2010,
Location Finland
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