Hello,
First thing i wanna say is that im new to these game development stuff and i am trying to make a scene from image that i picked from(DevianArt) and i just finished 3D models.for next step i picked Texturing i have been looking into it for 1 week and i have some knowledge but not even close to for it needs to be. I can add Texture that i picked from texture sites and add normal map to it but how about others? i have watched alots of tutorials and searched google for over like 40 sites to understand how to create material that looks realistic/good. now in tutorials everyone is teaching something about texturing but not A- to -Z and everyone has their own workflow. and since its not A- to -Z i have to fill that space in my mind from another tutorial but guess what? in another tutorial his own workflow is too different to that i watched before.so im reallllly confused.from what i see :every map can be used for different
purposes.But i think it has to be standart purpose of use for every map.(if im wrong pls enlighten me.)
Btw i can create NormalMap in photoshop with nvidia filter but i wonder, is it enough? Or is this just a easy way to do it?
My main and only question is :
-How to create all different maps for texture that i picked from web sites.(especially HeightMap)
this is just a sample of BaseColor(texture)+Normal Map
Normally you bake those textures (heightmap, normal map, specular,…) from a high poly mesh -> ?v=eeFnPg4YRbE
Of course you can use photoshop and other texture tools, but you will get a better result when you use the upper mentioned way (but it will take longer)
lets say there is a complicated stone road texture.which is all textures have complicated geometry.(at least to me)
do i have to sculpt exact same thing from image ? isnt that too hard ?? i think that`s not something that u can learn u have to have skills to do that.
btw if i just use photoshop to make those maps and still, can i get a decent realistic view in my game ?
Is that a normal map you’re using? It looks too strong. Try these nodes to adjust your Normal map if that’s the issue. I don’t think you’ll get that much depth though as your jpeg.
You could make some stones and mesh paint them onto a surface if you need more relief. Check some tutorials for painting on grass but use rocks instead.
now,ive learned that normalmap can be used for displacement too :)) however i cant find node called Normal Intensity that you used. but i think i found something similiar to what u wanna say. https://docs.unrealengine/latest/INT/Engine/Rendering/Materials/HowTo/DetailTexturing/index.html ?? and preview was from ://cpetry.github.io/NormalMap-Online/ and the problem was height map that site created.lighting and shadows from the texture is making too hard for softwares to generate height map`s i think.When i use that height map in UE4 result is slightly better but still its terrible
You could create the road as a 3d mesh + bake the textures → takes some time but you will get a perfect result
But of course you also get a good result when you make them in photoshop
The node that he uses is called “scalar parameter”
i got the answers that i need.
ill have so much more question marks in my head for next steps thats for sure.
btw `` i looked into Foliage Starter Kit of yours. Great job