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Fully Handpainted Tileable n°2: Brick and Plaster

AI Tool(s) Used

Adobe Photoshop to generate various textures and maps (normal, roughness, height) for use in a shader. AI could have potentially assisted in refining textures, but the emphasis is on handcrafted elements.

Description of Result

This project is a fully handpainted, tileable texture of brick and plaster, designed for use in 3D environments. The texture can be repeated seamlessly, making it ideal for larger surfaces like walls in game environments or fantasy-style architectural renders. The artist worked collaboratively with Simon Putz, who provided the concept and base painting. The texture was built using various techniques within Photoshop and was finalized with a custom shader to achieve the desired visual rendering.

Step-by-Step Breakdown

  1. Base Concept and Initial Painting: The process started with a base concept and initial painting provided by collaborator Simon Putz. This established the visual theme of brick and plaster, giving the artist a reference for the final texture.
  2. Normal Map Creation: Using Photoshop, the artist painted the values of the normal map manually. A normal map defines how light interacts with the surface, giving the texture a 3D effect. This process required careful attention to detail to simulate the roughness and depth of bricks and plaster.
  3. Roughness Map Generation: The roughness map was generated based on the albedo (base color) map. This map controls how shiny or matte the surface appears when rendered in a 3D engine. Photoshop was used to extract and adjust this map to give the plaster a rough texture and the bricks a slightly smoother one.
  4. Height Map for Tessellation and Vertex Painting: A height map was manually painted in Photoshop, which adds further depth to the surface. This is used in tessellation and vertex painting to dynamically adjust the surface’s geometry, making it appear more detailed and realistic.
  5. Shader Creation: The artist then recreated a shader (likely in Unreal Engine) to render the texture in the way they wanted. Shaders control how the texture interacts with light and surfaces in 3D space, and the final product was an improvement over previous versions.

Tips & Tricks

  • Handpainting Textures: When working with tileable textures, focus on seamless transitions between repeating sections. Use Photoshop’s tools like the clone stamp or offset filter to ensure there are no visible edges.
  • Normal and Height Maps: These maps are essential for adding 3D depth to flat textures. Manually painting these in Photoshop gives greater control over how light and shadow interact with the texture.
  • Shader Fine-Tuning: Custom shaders are key to getting the desired rendering effects in 3D environments. Don’t hesitate to adjust or create shaders that enhance the texture’s lighting and material qualities.

Annotation

This tileable texture is a great example of combining traditional artistry with technical precision. By handpainting various texture maps in Photoshop, the artist gives life to a digital surface that can be used in a variety of 3D settings, such as games or architectural visualizations. The normal and height maps bring a tactile sense to the brick and plaster, while the shader created in Unreal Engine ensures the texture reacts realistically with lighting and surface detail. This project showcases the intersection of artistry and technical skill, revealing how much detail goes into creating seemingly simple textures in digital environments.

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