![]() First, fill the Background layer with %60 grey. Better ask the engineers working behind the rendering engines! Doing this allows you to copy and paste the completed image into the diffuse of the spec map, or simply save the PSD file out as the spec map without having to individually paste the images into the respective color channel separately. This is where the magic happens! Basically, all I do is to combine a specific version of the displacement map of my character, and its cavity map. If it's a gloss map you can leave it as it is. In Photoshop! Rocks have reflection values and they are not 100% rough either. In this article, I’m gonna show you a way to quickly create a good looking base for our glossiness map, then in the end, I’ll invert it to create roughness map as well. Create working layers for the metallic, emissive, and roughness map. This is what you'd find on most texture websites. So, for example if you create glossiness map, well, congrats, you have the other one as well. ![]() If you don’t get a similar result (though it really depends on your model), try to play with the Cavity Map settings. There are several ways of creating it, but first, let me quickly go over the little, confusing difference between the glossiness map and the roughness map. In my case I had a roughness map instead of smoothness so I simply inverted the grayscale layer. ![]() Also, in ZBrush, check you UV Map resolution and make it the size that you want.
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