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Greyscale Workflow for Handpainting - Simple Wood Material [Guide]

Simple and very straight forward tutorial on how to texture assets using Grayscale and Gradients Maps using 3DCoat, Photoshop, Blender and Substance Painter. [Not all of them are necessary as you will see in the process].
For Blender you can simple import the grayscale into a model, then use a ColorRamp to add the colors, its not that intuitive as Photoshop but can get the same results. For details that you could want to add after, you just paint over that final texture, and then export the texture if you need to.

Blender ID Pass: https://shorturl.at/buKU1
For simple models you can just export the UV Grid from Blender, fill the islands in Photoshop, and thats it. If its just one material theres no need, but if theres 2  or more you will need multiple colors.

Blender ID Pass: https://shorturl.at/buKU1
For simple models you can just export the UV Grid from Blender, fill the islands in Photoshop, and thats it. If its just one material theres no need, but if theres 2 or more you will need multiple colors.

After the first layer, the main shape, you can smudge, blur and do whatever you want to add the details you need. I dont recommend doing it, just use Brush and Erase as beginners.

Note that you won't need an id map if your object will only have one gradient if you have two or more I recommend using the id map.

Note that you won't need an id map if your object will only have one gradient if you have two or more I recommend using the id map.

I will highlight each tool used and that is related to what I am saying.

I will highlight each tool used and that is related to what I am saying.

Note: You usually want to keep the image as you see it in Photoshop, so be aware of how you export it, whether or not you convert it to sRGB, and that sort of things.

Note: You usually want to keep the image as you see it in Photoshop, so be aware of how you export it, whether or not you convert it to sRGB, and that sort of things.

Model Overview

Layers.

Render.