Spent a couple of hours today testing out a PBR workflow using just photoshop.
I wanted to make something hard surface, but very simple and quick, so opted for a simple table.
PBR In Photoshop
I used the values from this quixel chart, matching up median luminosity values to the ones in the chart. I used photoshop’s hypergraph to grab this information.
Here’s the albedo, reflective and metalness maps I made using this technique. The photo was grabbed from textures.com. In order to remove lighting information from the photo, I duplicated it, desaturated the duplicate, inverted it, then set its layer mode to soft light.
(Thanks to this awesome tutorial! https://forums.unrealengine.com/showthread.php?52529-PBR-Tutorial-Series)
Material Set Up
I also made a detail normal map, which I added to the material using a DetailTexturing node, something new to me.
I’m happy with the end result – its pretty boring as there’s not much you can do with a generic pine table – but I think the workflow turned out well. My only gripe was that I couldn’t import multiple UV sets into Unreal, which meant in order to use AO I had to make all my UVs unique – not how I intended to set up my maps.
As a wee bonus – here’s the difference between this and a similar table I made for my first ever game project!