• Global community
    • Language:
      • Deutsch
      • English
      • Español
      • Français
      • Português
  • 日本語コミュニティ
    Dedicated community for Japanese speakers
  • 한국 커뮤니티
    Dedicated community for Korean speakers
Exit
0

How can I use multiple map types for texture on 3D objects?

Explorer ,
Sep 17, 2018 Sep 17, 2018

Copy link to clipboard

Copied

Hello,

I am using AwesomeBump to create diffuse, specular, ambient occlusion, roughness, normal, height and metallic maps/images for 3D objects.

I want to use Photoshop to add texture to the 3D objects by creating new textures/materials in Photoshop or direct application of maps/images to the object or creating a new brush and painting or any other method.

I am stumped as to the value/usefulness of these maps/images for Photoshop use.

Is there any value to creating these maps/images?

In what ways can I use multiple such maps/images to stylize/texturize 3D objects in Photoshop?

Thank you,

edsager

Views

1.6K

Translate

Translate

Report

Report
Community guidelines
Be kind and respectful, give credit to the original source of content, and search for duplicates before posting. Learn more
community guidelines

correct answers 1 Correct answer

Community Expert , Sep 17, 2018 Sep 17, 2018

Hi

Photoshop does not use a PBR Metallic/Roughness or PBR Specular/Gloss  workflow.

You might get close to an acceptable render plugging the maps as follows :

Diffuse >Diffuse

Specular >Specular

Height > Bump
Roughness > Roughness

Then tweaking the remaining properties. You could also tweak the metallic map to create a reflection - but they are not the same thing.

There is no direct input for metallic or ambient occlusion.

Adobe's 3D application - Dimension does use a PBR Metallic roughness workflow - bu

...

Votes

Translate

Translate
Adobe
Community Expert ,
Sep 17, 2018 Sep 17, 2018

Copy link to clipboard

Copied

Hi

Photoshop does not use a PBR Metallic/Roughness or PBR Specular/Gloss  workflow.

You might get close to an acceptable render plugging the maps as follows :

Diffuse >Diffuse

Specular >Specular

Height > Bump
Roughness > Roughness

Then tweaking the remaining properties. You could also tweak the metallic map to create a reflection - but they are not the same thing.

There is no direct input for metallic or ambient occlusion.

Adobe's 3D application - Dimension does use a PBR Metallic roughness workflow - but you would really want to output Base Color, Metallic and Roughness from your software rather than diffuse and specular

Dave

Votes

Translate

Translate

Report

Report
Community guidelines
Be kind and respectful, give credit to the original source of content, and search for duplicates before posting. Learn more
community guidelines
Explorer ,
Sep 17, 2018 Sep 17, 2018

Copy link to clipboard

Copied

LATEST

Thank you!

edsager

Votes

Translate

Translate

Report

Report
Community guidelines
Be kind and respectful, give credit to the original source of content, and search for duplicates before posting. Learn more
community guidelines