Thanks! I never use those softwares because they take all the fun out of texturing. It´s very important to be able to create PBR textures without DDO or any other package. Of course if you want to do something fast and don´t want to tweak stuff then DDO is pretty sweet but for personal studies I prefer my own workflows
I agreed...i never used DDO i don' t like his ''presetsy workflow'' and i m searching for methods for making PBR texturing manually, any important advise? what are the principal maps i need to make? example: diffuse, gloss/specular, reflective. I' m very interested lately because unity 5 will come out soon and i' m a dev team trying to make out a game (we need years of course for a good game), unity will support PBR shaders and global illumination , please teach me mastah low resources on the internet sadly
So you need Albedo map that is basically telling what is the color of the object. Stuff that is conducting electric current have different Albedo values and stuff that don´t conduct have other values but I suggest you look for some value charts because every material has it´s own values. Do not bake any ao or other stuff here because it will conflict with the scene lighting.
Then you need Specular map that is telling how much of the incoming light will be reflected back. You can also use Metalness map like the UE4 uses so you are just telling what parts of the model are metal and what not. Much easier imho. Again use real life values here to get right results and avoid adding too much noise or any other details here.
Then you need Glossness or Roughness map that is telling what kind of reflection the model has. Is it very rought or mirror like. Here you can but lot of details. Glossness and Roughtness are pretty much the same thing expect they are inverted
Normal map works pretty much like the old way so no black magic there.
Depending on the engine you use you may need to create cavity or other maps for creating small shadowing or subdermis and epidermis maps when you are working with SSS shaders.