Creating weaponry effectively in a next-gen workflow requires detailed knowledge of a variety of very specific skills and tools. In the conclusion to this next-gen knife series, we begin the texturing phase of the asset creation process in Photoshop and 3ds Max.
We examine methods for both manual generation and photosourcing of textures, with a focus on aesthetic wear and tear and an efficient process. While the emphasis is certainly on malleable techniques that could be used on a variety of models, the final result is nevertheless a strong texture.
The diffuse and specular maps are created in photoshop, and applied to the model using a DirectX preview shader in 3ds Max, and then a quick preview inside the Marmoset engine.
Final Effect Preview
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