材质贴图_Gumroad- 用于纹理和外观开发的瑕疵素材_CGART

材质贴图_Gumroad- 用于纹理和外观开发的瑕疵素材_CGART-橙光艺术网
材质贴图_Gumroad- 用于纹理和外观开发的瑕疵素材_CGART
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Gumroad- 扎克・博克斯尔(Zak Boxall)制作的用于纹理和外观开发的瑕疵素材
Gumroad – Imperfections for Texture and Look Dev By Zak Boxall

图片[1]-材质贴图_Gumroad- 用于纹理和外观开发的瑕疵素材_CGART-橙光艺术网

Gumroad(一个在线销售数字产品的平台)cgart.net (橙光艺术网)-扎克·博克斯奥尔(Zak Boxall)制作的用于纹理和外观开发的瑕疵纹理

信息:

这些纹理与任何渲染器或软件包都兼容。另外,我刚刚上传了我那正在慢慢扩充的Mari插件(Gizmos)系列的第1版。

如今,我们对模型的要求越来越精细,这就产生了对模型表面有更高逼真度的需求。在过去几年里,我更多地采用程序化的方式来制作纹理,并进行多层叠加。

但我一直面临的问题是,要让那些瑕疵看起来自然又逼真。现实世界充满了随机的细微差别,在计算机图形(CG)中很难重现。我曾使用过在网上找到的图片生成的纹理,还尝试重新制作相关遮罩,但都不成功,于是我只好借助设计软件(Designer)从头开始程序化地制作我所需的内容。然而问题在于,要从图片中分离出你所需的内容太难了,而且程序化生成的脏旧纹理既没有我一直追求的逼真度,也没有那种自然的细微差别。所以我决定手工制作自己的纹理包。

凭借我在纹理制作和外观开发方面的经验,我制作了这些纹理,试图呈现出你在现实世界中看到的那些微妙瑕疵。这个纹理包中包含50个手工创建的灰度扫描图。它们清晰锐利,中间值为0,这使得它们很容易叠加或混合到你的材质堆栈或着色器网络中。使用这些叠加图的美妙之处在于,你可以根据需要让它们的效果明显或微妙。所有的贴图都没有进行裁剪,以确保有良好的衰减效果,并且可以根据你的需求进行调整。我做了很多快速示例来向你展示如何利用这些贴图创造出多种不同的外观效果。

你可以这样使用这些纹理:
• 在表面涂抹污迹以打破高光反射
• 在表面添加微小的灰尘
• 呈现自然有机的色彩瑕疵
• 添加划痕以显示着色器效果cgart.net (橙光艺术网)-比如刮掉油漆后的效果
• 表面的微小划痕、凹凸、置换效果,可以转换为法线贴图。
• 各种各样高、低频的脏旧纹理,可用于在高光处添加细节,在表面、凹凸、置换等方面添加细节。
• 脏旧纹理可以用作程序化遮罩来显示不同的着色器效果,比如污垢、泥巴、油、血、油漆剥落cgart.net (橙光艺术网)-随你所需。
• 使用滴水湿度贴图来模拟玻璃上干涸的残留物cgart.net (橙光艺术网)-有不同的频率变化。

你可以使用4K或8K尺寸的纹理。它们都是手工制作成可平铺的,以确保纹理无缝且没有柔和的过渡。你可以将这些贴图用于视觉特效、游戏、建筑可视化cgart.net (橙光艺术网)-基本上任何需要在表面呈现自然破碎效果的计算机图形模型。
Gumroad – Imperfections for Texture and Look Dev By Zak Boxall
Info:
These textures are compatible with any renderer or software package. As a bonus I’ve just uploaded v1 of my slowly growing collection of Mari Gizmos.
Nowadays we are getting closer and closer to our models, which is creating the need to have a much higher level of fidelity on our surfaces. Over the past few years I’ve been working more procedurally and layering up my textures.
But the problem that I’ve always had is trying to make those imperfections feel natural and realistic. The real world is full of random nuances that are so hard to recreate in CG. I’ve used textures generated from images I found online, and tried to recreate masks of what, failing that I’ve resorted using Designer to make what I need from scratch procedurally. However the problem is, it’s so difficult to separate what you need from images, and procedurally generated grunges don’t have the fidelity nor naturalistic nuances that I’m always looking for. So I decided to make my own texture pack by hand.
Using my experience in texturing and lookdev, I’ve made these textures to try to accomplish the subtle imperfections that you see in the real world.Included in this pack are 50 hand created greyscale scans. They are crisp and sharp, with a mid point of 0, which makes it really easy to overlay or mix into your material stack or shader network. The beauty about using these overlays is they can be as heavy or as subtle as you need them to be. None of the maps are clipped to ensure a nice falloff, and can be graded to do whatever you need from them. I did a load of super quick examples to show you how these maps can be used to create lots of different looks.
How you can use these:
• Smudges across surface to break up specular reflection
• Add micro dust onto surface
• Natural organic imperfections in colour
• Scratches to reveal shaders – such as scratching of paint
• Micro scratches in surface, bump, displacement, can be converted into a normal map.
• Massive variety of grunges both high and low frequency to add details onto specular, add details into surface, bump, displacement and displacement.
• Grunges can be used as procedural masks to reveal different shaders, such as dirt, mud, oil, blood, chipping of paint – whatever you want.
• Drip moisture maps to simulate dried residue on glass – variation of frequencies.
You can use either the 4k or 8k sizes. They are all made tillable by hand to ensure they’re seamless with no soft transitions in texture. You can use these maps for VFX, games, arch vis – essentially any CG model that needs natural breakup in the surface.

 

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