
Source files and sample assets
Plan and block out an industrial door texture from references, then build it from scratch in Photoshop to create a flexible hard surface texture and a normal map.
Build and refine a simplified height map to generate convincing normal maps for an industrial door, using masking and three hinge parts, plus screws, rivets, and metal panels with nDo.
Optimize large Photoshop files by zipping normal groups to reduce memory usage, then unzip to continue work; keep masks intact by applying them at the end to avoid disappearing.
Learn to use sculpt mode in NDO2 to paint scratches on an industrial door, convert them into a normal map, and refine depth, slant, and overlays for realistic weathering.
Create ambient occlusion and cavity maps for an industrial door in CryENGINE, refining normal maps with blur and overlay to produce soft and sharp shadows for realistic diffuse lighting.
Block out the diffuse by applying light gray painted metal over a dark gray base, then color the handles and glass, using masks to reveal underlying metal.
Demonstrates applying low-frequency texture to a metal door diffuse map by selecting large-scale textures, smoothing scratches, and painting subtle color variation and highlights for depth.
Add photosourced rust, scratches, and decals to the diffuse map of an industrial door, using layered masking, overlays, and selective painting to emphasize door panels and frames.
Apply roughness to a red paint stripe, distort edges, and stamp random scratches using brushes and masks. Erase some scratches with white and adjust levels to sharpen the mask.
Learn to use cavity maps to add texture and make details pop on an industrial door in CryENGINE, by masking highlights, adjusting levels, and refining colors for a cohesive finish.
Generate a detailed normal map from diffuse using nDo2 presets, masking noise and layers, then preview under different lighting and prepare for a specular map in the next step.
Create a specular map by adjusting brightness and saturation across paint, metal, and glass layers to control reflections and highlights, then layer brush strokes and patterns for detail.
Starting with the normal map baking process in 3ds Max, we'll create a color and specular map using Photoshop, use selection masks created with Render to Texture, set up a material for the floor piece, and finally add some lights and decals when we put it all together inside of UDK. With lots of great tips and practical hands on techniques, this video serves as a great workflow tutorial for high quality game assets.
About the Instructor:
Damian Lazarski has been working in the games industry since graduating from a Games Design course at Northumbria University in 2012. He is currently working as a Junior Artist at Crytek UK.