I’ve recently found an interesting piece of software, called dDo - it’s a rapid texturing solution (a Photoshop plugin), that is able to generate textures (diffuse, specular, etc.) based on material maps and normal maps. You can find more info here: http://quixel.se/ddo/. They say they can create a complex diffuse map containing multiple “materials” in under two minutes.
It surely is impressive, but it’s a Photoshop plugin… And most of us work in Blender and GIMP. I was curious if it was possible to get similar results by baking different maps in Blender. We have AO baking, we have dirt maps (here is a simple example on BlenderGuru), we even have texture baking.
There is also an old technique for “baking” textures in ZBrush, where you use the displacement map to “bake” matcap into a texture. Here you have a tut about it: http://sebleg.free.fr/tutorials/zbaking.html (it’s fairly simple, but can also give some nice results).
The goal is to make a “procedurally generated texture” in few passes. I will be posting my results in this thread. Maybe someone will create an add-on for procedural textures some day. It could potentially speed up the workflow greatly.
If you know similar techniques or software that can speed up the texturing process, please post it in this thread.