In this demonstration the instructor starts off by explaining the very fundamentals of using Photoshop for texturing. From there he goes into depth on how to set up your high res and low res meshes for rendering Normal, AO, and other Maps.
Once the scene and basics have been defined it's on to the entire texturing process of the self contained scene. Everything from the Diffuse, to Spec, Normal, and even a little Emissive and Alpha Maps. The Main textures created are a Concrete Texture set, Wood, Cloth, Grass, Ground, and Metal. This video has almost 5 hours of teaching and demonstration that will serve as the ultimate texturing resource.
About the Instructor: Riki Babington has worked in the video game industry for over 7 years and has worked on such video games as "Blacksite: Area51", "John Woo's Stranglehold", "Axis and Allies", and "Kohan II: Kings of War". In 2010 Riki recieved the prestigious Autodesk Masters award for 3ds Max. Riki graduated in 2002 from the Art Institute of Houston with an Associates degree in Computer Animation and is currently the Founder and CEO of Eat 3D, LLC
Section 1: Getting Started with Photoshop and the Scene This section includes: - An Introduction to Photoshop - Going over the UI, Masks, Layer Blends, and Adjustment Layers - Briefly Describing the Wacom Tablet and Common Brush Settings - Going through the Custom Brushes (Provided with the DVD) - Demonstrating How to Quickly and Effectively Create Tile-able Textures - Demonstrating How to Create Better Normal Maps using the Free NVidia Photoshop Filter - Demonstrating the Importance of "Leveling" Your Textures for a Lit Environment - Explaining the Importance of Setting Correct Smoothing Groups when Generating Normal Maps - Using the 3dsmax Scanline Renderer (Lighttracer) for Creating Render to Texture Maps - Combining the Rendered Textures for a Quick Base for Previewing - Previewing your Combined Textures inside 3dsmax - Previewing your Combined Textures inside Unreal Editor 3 Duration: 84 Minutes Section 2: Getting a Base Diffuse for each Element This section includes: - Creating a Quick Base Diffuse for the Cloth Texture - Creating a Quick Base Diffuse for the Wood Texture - Creating a Quick Base Diffuse for the Fence Texture - Creating a Quick Base Diffuse for the Concrete Texture - Creating a Quick Base Diffuse for the Ground Texture - Creating a Quick Base Diffuse for the Sign Texture - Creating a Quick Base Diffuse for the Grass Texture Duration: 62 Minutes Section 3: Finalizing the Textures and Polishing This section includes: - Creating a Spec Map, Polishing the Diffuse, and Polishing the Normal Maps for the Cloth Texture - Creating a Spec Map, Polishing the Diffuse, and Polishing the Normal Maps for the Wood Texture - Creating a Spec Map, Polishing the Diffuse, and Polishing the Normal Maps for the Fence Texture - Creating a Spec Map, Polishing the Diffuse, and Polishing the Normal Maps for the Concrete Texture - Creating a Spec Map, Polishing the Diffuse, and Polishing the Normal Maps for the Ground Texture - Creating a Spec Map, Polishing the Diffuse, and Polishing the Normal Maps for the Sign Texture - Creating a Spec Map, Polishing the Diffuse, and Polishing the Normal Maps for the Grass Texture Duration: 140 Minutes