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Subject: Using curvature maps and AO maps in Photoshop to make edge wear?


mix_mash ( ) posted Sat, 30 January 2016 at 6:34 AM · edited Wed, 13 March 2024 at 10:25 PM

Does anyone know how programs like DDO and Substance Painter use curvature and ambient occlusion maps to create and control things like edge wear for textures?

I want to know how it can be done in Photoshop just in case I need to manually create edge wear for a texture.

The two maps are combined to create the mask for the edge wear but I would like to know how ambient occlusion and cavity maps are combined to create this mask. Also, how are the mask manipulated in Photoshop to adjust the edge wear?

If anyone knows then I would really appreciate it if they could share it with the rest of us.

Thanks.

Paul (mix_mash)


Lobo3433 ( ) posted Sat, 30 January 2016 at 10:15 AM
Forum Moderator

Hello mix_mash

I came across 3 separate links that I hope cover what you are asking or might give you some answer to your question

http://polycount.com/discussion/140462/edges-on-geometry-ddo-curvature-map-creation-bug-best-practice

http://polycount.com/discussion/150113/cant-get-correct-edge-wear-with-quixel-ddo

http://www.shanemarks.co.za/tutorials/edge-distressing-tutorial/

I know one of the threads mentions the use of Xnormal which is free and have used myself for creating AO and normal map so highly recommend this tool for your arsenal just do make sure you get it from the creators website http://www.xnormal.net/

Good luck do let me know if these helped


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mix_mash ( ) posted Sun, 31 January 2016 at 4:29 AM

Thank you for those links but they pretty much cover the creation of curvature maps. This is not what I am looking for.

Imagine you already have a curvature and ambient occlusion map. Now, how are these maps then used and combined to create a mask for edge wear in Photoshop? The mask is what I am most interested in because once I have the mask, the rest is easier.

I appreciate the effort, though.

Paul (mix_mash)


Lobo3433 ( ) posted Sun, 31 January 2016 at 9:41 AM
Forum Moderator

Sorry was hoping that there would be some possible answer with in those links I have not personally worked with curvature having only just become aware of them very recently in Blender tutorial I watched recently https://www.youtube.com/watch?v=wHmw783xreY but do not think it is what your looking for but you can give it a watch it is not very long


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mix_mash ( ) posted Sun, 31 January 2016 at 10:56 AM

Thank you nonetheless. I will give the video a look over.


mix_mash ( ) posted Sun, 31 January 2016 at 11:28 AM

Hi, Lobo, I just finished watching the tutorial and it WAS useful.

However, some programs use a combination of the curvature map AND the ambient occlusion map. I'm just curious as to how both those maps work together to control the edge wear.

I might have to experiment on my own somehow.

Thanks again.

Paul (mix_mash)


Lobo3433 ( ) posted Mon, 01 February 2016 at 12:16 PM
Forum Moderator

Hello mix_mash

Up untill I saw that particular video I truly was not aware of curvature maps or if I had heard the term it did not register till you asked about them. texturing has come a long way from just simply using AO and normal maps that at times it is hard to keep up with all the new advances. But I am glad the video helped some. Keep us informed on your progress I am sure it will be of interest to others

Good Luck


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Vaskania ( ) posted Sat, 06 February 2016 at 11:48 PM · edited Sat, 06 February 2016 at 11:55 PM

The initial maps are generally baked out from your high poly (HP) mesh and plugged in to either Quixel or Substance where they can be further tweaked. The chosen renderer, say Marmoset, itself is what makes them "work". You input the AO map, and the renderer does the magic. Curvature's only 'duty' so to speak is as a texture aid. It gets baked into the albedo(diffuse), spec, etc.

If you want the nitty gritty down and dirty basic of it, they're basically black and white maps with shades of grey in between, similar to a trans map.

For what it's worth, if you're using Photoshop CS3 or higher (must be 64-bit), Quixel is well worth the investment. Luckily, I snagged it up during their recent Xmas/New Years sale, but I'd happily pay full price for it as well.

-----sig-----
Daz, Blender, Affinity, Substance, Unity, Python, C#


Bob_James ( ) posted Wed, 06 July 2016 at 9:55 PM

Although I have been doing 3d modeling and rendering for eight years, I am a complete newbie when it comes to being able to paint realistic surfaces using tools like nDo or Substance Painter. Whether it's nDO or Substance Painter, both start out with loading the mesh group and baked normal for the entire model to be painted. What tool(s) are needed to create these? Also, both talk about the low-quality mesh and high-quality mesh. Can I assume that my 3d model is the high-quality mesh? If so what is the low-quality mesh and how is it created? Thank you for your forbearance with my basic questions.


Bob_James ( ) posted Thu, 07 July 2016 at 3:00 AM

I understand that, indeed, the model is the hi-quality mesh and the normal map is the low-quality map. However, how is the whole model unwrapped and made into a set of normal maps?


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