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Book Texturring PT 3
Book Texturring PT 3
Pt3.
Dirtying up the Book: In Photoshop.
• Will want to use 2 layers in from the Rgba layers node > so enable the
2nd layer channel and then plug in the wood texture map to layer 1 input
node (can do this by middle mouse dragging to the input) and then
repeat for the concrete file node to layer 2 input channel.
• From there on the layer 2 set the operation to multiply and lower the
image file opacity to blend in with the ground plane in the render view.
Before. After.
• From there in the layer 2 mix channel > set to file > input details
mask file into channel. > in file nodes colour balance tab check
alpha as luminance.
• Then select the book cover and in the hyper shade right click
the ailayershader node > set to assign material to viewport
selection > this should then update in the render view to the
book details being white.
Gold Leaf Detailing.
• After this in the hyper shade connect the bump and specular map to
the new gold shader so both shader share the bump and specular
maps. > so do this middle mouse drag maps from hyper shade to the
required channels in the attributes for the gold shader. (spec colour and
bump file input)
• Then re-render scene > won’t be able to see much of the texture till we
apply the gold.
• To apply the gold select the gold shader > in attributes go to presets >
gold > select replace. > gold detailing is now on book, but we aren’t
seeing the bump detailing we would normally see on a leather surface
with gold leaf on.