![how to make specular map how to make specular map](https://viscircle.de/wp-content/uploads/2018/09/crazy-bump-mapping.jpg)
Remember: Don't use any techniques to add shadows or highlights, that’s up to the game engine to add. These aren't very exciting by themselves, but when we'll combine these with other maps, they'll gain artificial depth and reflective properties which make them look realistic in-engine.Ĭreating an albedo map is simple if you know how basic drawing tools work. Usually albedo maps have to be completely flat and can't contain any shadows or highlights (they get added by the game engine), but in some cases like stylized textures, they can be added for extra definition.Īs an example, I've created the albedo map of a wall with a window, a control panel, and a metal vent. If you were creating textures for a tank, this map would contain the camouflage pattern. The albedo map defines the colors and pattern of a material and serves as the color input.
![how to make specular map how to make specular map](https://www.iamag.co/wp-content/uploads/2014/03/specular-maps-marmoset-1.jpg)
Let's get started with the albedo map, which defines the color of your PBR map. The disadvantage is that it’s harder to create organic materials like grass or high-detail textures. It’s always best to draw using vectors because they’re easier to edit and you can export your texture at any size. If you want to stick to free software, I can recommend GIMP for bitmap drawing and Inkscape if you rather draw using vectors.
![how to make specular map how to make specular map](http://www.impossible3ds.com/wp-content/uploads/2013/09/15_1c.jpg)
To follow along with this guide, you'll need either bitmap or vector drawing software.
#How to make specular map software#
The good news is that there's an alternative! You can draw these textures by hand using free software and basic drawing skills. These maps can be created using expensive and hard to learn software, or created from photographs. Most modern game engines support PBR (physically-based rendering) materials.