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	<title>Authoring Textures BO3 - Revision history</title>
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	<updated>2026-05-12T19:08:51Z</updated>
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	<entry>
		<id>https://wiki.zeroy.com/index.php?title=Authoring_Textures_BO3&amp;diff=17071&amp;oldid=prev</id>
		<title>Zeroy: Created page with &quot;== From Theory to Practice ==  * Artists paint unlit surface features and properties into textures. * Specular colors have been determined from measured Indices of Refraction....&quot;</title>
		<link rel="alternate" type="text/html" href="https://wiki.zeroy.com/index.php?title=Authoring_Textures_BO3&amp;diff=17071&amp;oldid=prev"/>
		<updated>2017-01-05T16:22:26Z</updated>

		<summary type="html">&lt;p&gt;Created page with &amp;quot;== From Theory to Practice ==  * Artists paint unlit surface features and properties into textures. * Specular colors have been determined from measured Indices of Refraction....&amp;quot;&lt;/p&gt;
&lt;p&gt;&lt;b&gt;New page&lt;/b&gt;&lt;/p&gt;&lt;div&gt;== From Theory to Practice ==&lt;br /&gt;
&lt;br /&gt;
* Artists paint unlit surface features and properties into textures.&lt;br /&gt;
* Specular colors have been determined from measured Indices of Refraction.&lt;br /&gt;
* Diffuse colors have been measured using cross polarization photographic techniques and analysis of various color spaces.&lt;br /&gt;
* ALL TEXTURES MUST BE AUTHORED IN 16bit!!!&lt;br /&gt;
* Everyone must leave room for everyone else.&lt;br /&gt;
* There should be minimal duplication of information.&lt;br /&gt;
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&lt;br /&gt;
== Authoring Normal Maps ==&lt;br /&gt;
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* This is the most important map of the bunch. Highest resolution, most detail.&lt;br /&gt;
* Bake from a high-poly. model with your package of choice.&lt;br /&gt;
* We compute variance based on the roughness represented in the normal and modify gloss.&lt;br /&gt;
* Detail normal maps should beused to represent anything smaller than 1/8th of an inch. Detail normal maps contribute to gloss variance as well.&lt;br /&gt;
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&lt;br /&gt;
== Authoring Diffuse Textures ==&lt;br /&gt;
&lt;br /&gt;
* No values below 40, none above 238. This leaves room for lighting. &lt;br /&gt;
* Exception: In the case of a pure metal, this map should be completely black.&lt;br /&gt;
* Start with a flat color swatch to represent the unlit base color, or reflectance, of your surface.&lt;br /&gt;
* Do not paint AO or highlights of any kind into the diffuse map.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Authoring Specular Textures ==&lt;br /&gt;
&lt;br /&gt;
* Most of the time you should be skipping this step.&lt;br /&gt;
* In the case of a surface with bare metal showing, you can create a specular mask.&lt;br /&gt;
* Start with a white texture and paint all the parts that are not pure metal black.&lt;br /&gt;
* Touch up the areas around your metallic areas with grayscale values to simulate some dust coverage, or light pitting.&lt;br /&gt;
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== Authoring Gloss Textures ==&lt;br /&gt;
&lt;br /&gt;
* Start with a fully white texture, to represent the glossiest that your surface will be.&lt;br /&gt;
* Set the gloss range in APE to the appropriate surface type.&lt;br /&gt;
* If the presets in APE don’t work, you can select custom and dial in the high and low gloss thresholds to suit your full range map.&lt;br /&gt;
* Paint the least glossy parts of this texture completely black.&lt;br /&gt;
* There is a separate power point that goes into further detail on gloss maps.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Authoring AO Textures ==&lt;br /&gt;
&lt;br /&gt;
* Bake these with your favorite tool, just make sure they aren’t too dark.&lt;br /&gt;
* There should not be AO across your entire surface, this will make your model get very dark in shadow and look flat.&lt;br /&gt;
* AO only affects the indirect lighting: reflection and bounced diffuse. Otherwise, your model would look like it had creepy moustache growing all over it.&lt;br /&gt;
&lt;br /&gt;
== Sources ==&lt;br /&gt;
&lt;br /&gt;
Treyarch!&lt;/div&gt;</summary>
		<author><name>Zeroy</name></author>
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