Revolver texturing breakdown 9 Dec 2020 16:52

1. Gradient

Simple linear gradients made from horizontal and vertical position maps and merged together.

2. Shading

Fake (baked) lights passed through gradients to simulate cel/toon shading.

3. Highlight

More fake lights with extreme highlight settings to highlight edges.

4. Noise

Noise patterns which follows the position map.

5. Curvature and Normal map

Curvature generated from hand-drawn height map with some details.

6. Worn edges

Curvature generated from mesh using Normal map from step 5 and merged with some noise patterns.

7. Emission

Emission map generated from filtered hand-drawn decal texture.

Everything merged together

Base layers

Passed through color and merged with decal texture.

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