HiveWire3D opened this issue on Jun 19, 2013 · 4422 posts
BadKittehCo posted Fri, 05 July 2013 at 12:48 AM
Quote - > Quote - No- it is Photoshop that is papa.
Neither mix brick nor blending nodes is the correct way to do it IMO, except possible at the concept stage. Sergio Martinez(Xurge) showed at the seminar he held the 8 and 9th June how he organized everything with the help of one big Photoshop master file (well two actually). All orderly and distinct placed on seperate layers
Material areas, borders, bump, displacement, ornamental patters, even down to stiches, everything had its own layer and could be manipulated and changed with a click. (blend styles as well as displacement). That made blender and mix nodes look like a toy. And the finished maps could be used in any application, not only Daz and Poser. Its all about being organized.
This is how I have seen texture sets developed, but I've never seen one that uses this approach past the testing stage. The resulting file sizes are beyond what it would be in the interest of a marketplace to distribute as a product at a certain point. I often have face map PSDs over 1G -- per file -- with 2-3 and sometimes more of them in use before a product is complete, for example, to produce the necessary jpg/png/tiff files.
Waste 3G of an end user's hard drive with a single charset, and you'd better have a lot more to show for it than just the diffuse color head maps alone! I don't know any content marketplace that would be willing to drop the $$ on file transfer costs for their site that would be required for even low sales volume of a product of that description (even 3G, not just 3G in psds of head maps ;) ), and the cost would likely be considerably higher for the end user as well as a result.
I think in the end, for marketplace Xurge exports them as single images. Not sure if he uses jpgs or tiffs or what.
I do the same thing... to come up with a single diffuse map for clothes (like weathered leather etc) I could easily have 10-15 photoshop layes, and another 5-10 for corresponding bump map... the end user sees and gets one jpg for diffuse, one for Bump... and often something for specularity and displacement as needed... and any transmaps
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