I want to create my own image textures. Most information is aimed at beginners and doesn’t cover how to make professional-grade, high-quality textures. I’m an amateur photographer, so I have a good DSLR, some lens, and various other equipment. However I haven’t used Gimp/Photoshop very much.
Very wide angle lenses (like fish-eyes) would obviously cause distortion. But what about very long lenses? I would guess it’s okay, but not ideal as I would be getting only a very small part of an area. Is there an optimal focal length?
Is it better to take multiple shots and stitch them together with panorama software or just take one shot? Recommendations for software? Should I take a dozen or more shots really close to get better detail?
Any tips to avoid shadows when shooting textures indoors? Use some sort of diffuser over the lights/flashes?
What file format is best? I guess shoot in RAW and export in some lossless format.
What’s a good way to make a texture seamless? Some software does this automatically. I also saw someone offset the image by 50% so all the edges are in the middle and then use a clone brush to copy bits around. Is one way better than the others?
As for manually making most of the other maps, I know I should convert the image to grayscale and adjust the levels in Gimp/Photoshop, but what am I aiming for? What should the levels be? I know it will vary with every texture, but are there any guidelines? When do I know I have set it right?
How would I make an albedo map?
Just want to check I understand all the maps:
- Diffuse/Color: the color of the texture. Color
- Albedo: same as diffuse, except shadows and highlights are removed. Color
- Reflection/Specularity: where the reflections are. Grayscale, NPR only
- Roughness/Glossiness: what’s rough and what’s glossy. Grayscale, PBR only
- Metalness: what parts are metal vs dielectric (eg. rust). Grayscale, PBR only?
- Ambient Occlusion: adds shadows or grunge/dirt in crevices. Grayscale?
- Bump: what’s bumpy; only the height not what axis of direction. Grayscale
- Normal: what’s bumpy but contains direction. Purple
- Displacement: deforms the mesh. Grayscale
- Emission: What parts are emitting light. Grayscale? When is this used? Glow-in-the-dark slime on cave walls?
Any recommended software to automate the process? Anything else I should know?
Sorry for the long post.