How to make texture maps in GIMP | Materials and Textures [REQUESTED]

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this was a requested tutorial the first thing we need to do is make the texture seamless i'll be using a wood plank texture if you want to use the same texture the download link is in the description i'll be making a 1k texture that is 1024x1024 make a new document that is 1024x1024 with the transparent background i drag the texture into and scale it so i have the black part on each side now all i need to do is go to filters map tile seamless i leave everything as their defaults and click ok i now make a new 1024x1024 document and copy this texture onto the new document i scale it down to 512 by 512 and make three duplicates i can see that my texture is seamless i export this image as a png this is the color or albedo texture map i can now make a new document that's 1024x1024 and copy and paste the seamless texture onto the new document i'll now make a normal map using a plugin the link is in the description to make the normal map i just go to filters map normal map the only change i make is to the filter and i change this to the 9x9 option i export this image as a png this is the normal texture map i make a new document that's 1024x1024 and copy and paste the original texture onto the new document to make the specular map i go to filters edge detect neon i leave everything at their defaults i then desaturate the colors by going to colors desaturate desaturate i'll use the mode of luminance i now go to colors brightness and contrast and turn the brightness all the way down and click ok i export this image as a png this is the specular texture map i make a new document that's 1024x1024 and copy and paste the original texture onto the new document it's important to note that any bright area of the texture will be metallic and any dark areas will be non-metallic i then desaturate the colors by going to colors desaturate desaturate i will use the mode of luminance i can make further adjustments by going to colors levels if i move the white color stop to the left the texture will become brighter meaning a more metallic look if i move the black color stop to the right the texture will become darker meaning little or no metalness since this is wood i'll pull the black color stop to the right export this image as a png this is a metalness texture map i make a new document that's 1024x1024 and copy and paste the original texture onto the new document it's important to note that any bright area of the texture map will be rough and any dark areas will be glossy i then desaturate the colors by going to colors desaturate desaturate and i'll use the mode of luminance i can make further adjustments by going to colors and levels if i move the black color stop to the right the texture will become darker meaning a more glossy look if i move the white color stop to the left the texture will become brighter meaning a more rough look since this is wood i'll pull the white color stop to the left i export this as a png this is the roughness texture map now note if you need a glossy map you can use this map and simply invert it i make a new document that's 1024x1024 and copy and paste the original texture onto the new document it's important to note that any bright areas on the texture map will be extruded outward and any dark areas will be extruded inward i then desaturate the colors by going to colors desaturate color to gray i'll use the default options then go to colors and levels if i move the white color stop to the left the texture will become brighter meaning the surface will be extruded outward if i move the black color stop to the right the texture will become darker meaning the surface will be extruded inward since this is wood i'll pull the black color stop to the right i then go to colors and curves and bend the top third of the curve to the right to make the dark colors a bit darker i export this image as a png this is the height texture map i make a new document that's 1024 by 1024 and copy and paste the original texture onto the new document it's important to note that any bright area of the texture map will be well lit and any dark areas will be in shadow i then desaturate the colors by going to colors desaturate color to gray i'll use the default options i then go to colors and levels if i move the white color stop to the left the texture will become brighter meaning the surface will be well lit if i move the black color stop to the right the texture will become darker meaning the surface will be more in shadow since this is wood i'll pull the color stop to the left so then go to colors and curves and make an s curve to balance out the lighter and darker areas i export this image as a png this is the ao map i open blender and add a plane i scale the plane up and apply the scale i make sure i'm in material preview if you're following along make sure you have the node wrangler installed i split the viewport and open the shader editor i'm making new material for the plane i select the principle shader and i use ctrl shift t to open the folder where the maps are located i then select all of my maps i can now make any adjustments as needed you
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Channel: Jen Abbott Creates
Views: 25,250
Rating: undefined out of 5
Keywords: Art, blender 3d, 3D, Animation, Tutorial, 3D Modeling, Mograph, Motion Graphics, Game Art, Design, Graphic Design, Home School, Materials, Textures, Seamless Texture, Normal Map, Specular Map, Metalness Map, Roughness Map, Height Map, AO Map
Id: Bijp0xX96Ts
Channel Id: undefined
Length: 11min 48sec (708 seconds)
Published: Mon Sep 05 2022
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