It’s a huge material full of various functions. I’m not going to show right now how it all looks in general. Just give it a look by yourselves. But here is a screenshot of how the material Instance looks like:
Okay, the way is very simple, but requires a bit of work and patience. You can get any picture like those: Textures for 3D, graphic design and Photoshop!
In photoshop create a layer with one of the RGB colors. Paste the piece of the picture with the damaged wood as a mask for the layer and adjust brightness or contrast with curves, so you clamp it to almost black and white. This way you will separate wood from paint from the original picture.
I will try to explain it better with images.
Cheers.
Here a little table. To create a splat map, first I rendered curvature and ambient occlusion inside of ZBrush, so I could determine the general shape of the object on the texture space, and then added all the torn detail in photoshop.
The beauty with that technique is that I create only normal map and a splat map for these objects. And I can change color of the paint without touching the wood color in cracks.
Few more explanations I didn’t mention before:
For specular, roughness and metallic don’t be afraid of using negative values. You are multiplying the texture at the end, so this way you can darken it.
Sometimes it can act weird if you have too contrasty textures. Better make them a bit more grayish/washed out.
Or you can tweak texture values in their options, likewise it’s better to use not sRGB for composed textures and for splatmaps.
The shader is done the way, you layer up only the enabled options, otherwise it takes the values from the layer below.
To give an example;
If you have layer 0 diffuse and specular enabled, and for layer 1 only diffuse, you will have as a result diffuse of both and specular of layer 0 only.
I hope I explained it right…
For mask you can use multiple options at the same time. It will all lerp together.
On the side note precomputed AO doesn’t work in UE 4.11preview5! It is reported in bug reports already, so I hope it will be back in final 4.11
If you have questions, ask anytime. Have fun. Cheers.
i have a question : your material detect edges for scratches or you just texture your objects in other applications then ?
you show how create alpha in Photoshop but im so curious about your pipe line for creating textures for your objects ? i really like how scratches and cracks works on your objects .
Oh my. I totally forgot about this thread. Sorry.
Yeah, I’m texturing them all, I wish I could get a curvature inside of UE4, so i would be able to make it procedurally. Unfortunately I’m going through all the texturing process.
I’m working on a whole new version of this material with smaller number of instructions.
Also, I’ll add the tessellation and parallax.
I have a problem with mixing parallax, tho… so I’ll probably stay with parallax on first layer only. But I’ll add tessellation for all layers.
Once I’m done with it I’ll put the download link.
Go see what I’ve done so far with the layered shader (newer version):
i just imported it and it works just fine on 4.18. the only reason it would break is from not being copied to the correct location, IE you need to copy the “SmartPolygon” folder into your “content” folder, you need to keep the same folder structure when you first import or it will break. feel free to move it to another folder from within the engine once its working.