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Voiceover: Hey, everyone and thanks for watching 3dmotive.com.
My name is Cordell Felix.
On this video I will show you how
to turn your diffuse map into a specular really quickly
by using these layers in Photoshop.
I will be using Photoshop c6 for this video.
This video assumes that you have a basic knowledge
of texturing in Photoshop.
I'm going to be using my truck container's texture
to demonstrate how to convert your diffuse map
into a specular map.
You need to have your diffuse completely finished
in order to start this step.
We need all the diffuse layers
to change your saturation and intensity.
I name all of my layers as I go
because it makes it easier for me to know
what I'm working with and what I'm going to change.
For the most part, I already know
where most of my layers are in the stack
because the names really help with this.
We need to go through the layers and change
opacity, levels, saturation, or even the blending modes.
I'm going to start at the bottom of the list and move up.
I have the base metal starting at the bottom.
I usually start with the base colors
then add the metal texture on top of that.
Let's start on my first layer here that's right
above my base metal color.
What I usually do is I first start to tick the layer
on and off to see exactly what I'm working with.
I can see that this is kind of like a dirty metal texture
that I overlaid on top of this.
I did the blending change, soft light.
What I can do with this is I can check it out
in normal mode and see its color and everything.
I want to desaturate this just a little bit
by hitting Control-U.
Let's bring the saturation down a little bit.
There we go.
I'm going to put it back to soft light.
I want it to be more intense so I'm just going
to Control-J on it to copy the layer again.
You can do the same thing by dragging it
on top of the new page like that.
I like how dark the dirt is because those parts
won't reflect in the specular.
If I go back to my model here,
you'll see that the areas where there is dirt
the light won't shine.
It gives it a really nice effect
and it makes this look really weathered and everything.
I'm also going to mess with the levels a little bit.
You can mess with levels by hitting Control-L
and let's just bring this slider down a bit
and bring this slider up.
Let's make those whites a little brighter.
Then let's move on to this next texture.
That's behind everything.
Oh, it's that color. Okay.
I want this to be kind of a blue color
since it's kind of a darker metal.
It already has a color overlay
so I can just double-click the color overlay.
If you want to add a color overlay,
all you have to do is just go down to effects
and then click the color overlay.
Sorry if you didn't see that but it's went out of the window.
I'm just going to double-click my color overlay
and right now it's at a brown color
so let's switch that to bluish.
Something like this is fine.
It's already at 10% so you can ramp it up a little bit.
That's probably good enough.
I just want a little bit of a blue tint
to reflect off the specular.
This is the same kind of texture I had
on the other one so it should be a soft light.
Let's bring it up a bit.
That looks good.
Then press Control-U to desaturate a little bit.
I'm going to mess with these levels on here too.
I don't want it to be too dark.
That's pretty cool.
That should give some pretty cool information.
These are some silver metal parts that I have.
This should be pretty bright.
Let's do levels to bring the brightness up.
I'm going to hit Control-L and bring up the levels.
This should be almost near white
because I really want these to shine
since they're a bright, a brighter metal.
Let's see what this next one is.
I think it's these rims. Yeah, up here.
This is a darker metal. Okay.
Let's put a blue color in here.
I have brown on everything.
So, blue, let's bring that up a little bit.
Let's use levels because it's a little too dark.
That's good.
So basically, I'm just changing the levels
of everything to saturation just to make them brighter
than the original color of it.
Here's a good one.
These are some oily kind of dirty colors that I have here.
I want these to also not show on the specular.
I don't want that light to really shine here.
Let's darken these up a little bit.
I think I'm just going to copy the layer a couple times.
Actually, just once is fine by hitting Control-J.
You can see that it already just made it a lot darker.
I could probably go in here and even also do levels.
I guess not.
Let's go to this rim color.
Oh, it's the soft light kind of metal.
I like this kind of texture
because it gives the specular a lot of information
to look at, just a lot of random dirtiness.
Let's bring this down, levels, and bring this up.
It's way too blue so let's desaturate it.
Not all the way. That's good enough.
I've got some tire dirt, tire cover edge rust.
Oh, that's down here on this edge I believe.
Yeah, it's on overlay.
I could probably put it on normal
and then just bring the opacity up.
Then I'm going to desaturate this completely.
I don't want the rust to have any color at all
in the specular so I see it has some white edges going on.
I'm just going to multiply this
and it should just become dark.
That is way too dark.
I can just bring the opacity down a bit.
That should barely show in the specular.
I should be testing out my spec map
by saving it out and viewing it on my model.
I'm going to save it out now and overwrite my file.
Let's check it out in here.
I like how it's working out on the model.
The light is avoiding the dirt areas
just how I wanted it to do.
It's because it makes it look very worn.
I just think that it's getting a bit too much saturation
in the colors still when the light is bouncing over it.
I'd also like it to be a little bit warmer
because right now I have these darker metals receiving
a cooler kind of bounce with the blue
and this could receive a warmer one.
Let's go and do that.
Zoom in a little bit.
Let's add a bit of warmness to my base color.
I'm going to do Fx and then color overlay.
Let's do like an orange type color.
You can just do any random color
and then add it back in with the opacity just a little bit.
All you really need is just a little bit
because just even that 20% is still going to make a difference.
Let's test that out.
You can see already it's a bit warmer.
I need to desaturate both of these layers.
I'm going to do that really quickly just by
by hitting Control-Shift-U.
That will desaturate it without having me
to bring up this menu.
Again, that is Control-Shift-U.
That should get rid of a bit of that color information
that's in that currently.
Let's go back up to here to where I was.
I've got some more rust going on.
It looks like I got some drips that I have added.
Rather or not that multiplying at 12%
so I'm just going to bring it to 100%
and see exactly where I want to bring it to.
I usually bring it to full range and then I'll drag it down
to an area that I like maybe something like that,
maybe it still has a little bit of shine still.
That looks pretty good and looks like it will be
on the door there and over all the way
across this maybe a little lower.
That looks pretty good.
I'm going to test those new drips and see what it looks like
on the spec maybe you'll want it to be a little darker.
Let's find out.
I think it looks pretty good.
I don't think it needs any touching.
You've got some bolts.
Those are already pretty bright
so those should shine just fine.
We've got some more rust going on.
I can't even find it.
If you can't find it just zoom out all the way
and then just click it.
If you don't see it, I'm just going to delete it.
You've got some stickers going on.
These are like reflective stickers.
I'm just going to desaturate this
or actually I'm going to hit Control-U
and bring the lightness all the way up.
That way it will make the whole thing white
because if I have it to where I just desaturate only,
you'll still see some dark parts there.
It will just desaturate the color only and leave it black.
I'm going to bring the lightness all the way up to make the whole thing
white because I want the whole thing to glow.
It's a hazardous, or it's a reflective sticker.
I could probably make it brighter to
by bringing the opacity up or even copying it.
This is moving some scratches.
Get some scratches on this vent here.
This is like an aluminum type metal
so these scratches should be very visible.
I have it on overlay and 100%.
You shouldn't really have to change the blending modes too much
because they're good how they are usually.
I'm just going to leave it on overlay for now.
If I want it to be more intense and it's at already 100% opacity,
I can just copy the layer over by hitting Control-J
and it's more intense already.
That's going to shine a lot.
I want to test that out by saving it out.
That part is right over here.
Let's shine the light on it.
That's a pretty cool effect.
Let's just move up the list.
I've got a handle thing going here.
That's fine how it is.
Actually, I'll just get rid of that.
We've got some large dirt and this is one
of my important dirts here because it's a unique
type of dirt that's on those edges here.
It's on normal and 100% opacity.
I can try multiplying it to see what it will do.
No. It's not going to do anything.
Let's leave it on normal and the only way I can make this
more intense is just by copying the layer.
Let's copy it a couple times, actually a bunch of times..
There we go.
It made those parts really dark.
Those areas I really didn't want to shine
because I wanted a lot of dirt buildup.
I should test that out now
because that's a very serious thing right there.
Now there's even more light that's not showing
in some of these areas.
It just makes this thing look super weathered.
I'm actually going to delete a couple of these layers.
It's a bit too much.
My old teacher taught me.
Cho would be proud of this grunginess.
Let's move on.
We've got some gradients.
I can just leave those.
I've got some black bolt rust.
It looks like it's these two panels here.
It looks like it's just some general dirt buildup
so I have it on normal and opacity 18.
I can just bring that up a bit.
I don't want it to have any brown in there
so I'm going to completely desaturate
by hitting Control-Shift-U and then bringing
the opacity up again.
There you go.
there's some nice dirt buildup.
Here is some overall rust that I've combined from earlier.
That could just be generally darker.
Then I can Control.
I'm going to desaturate and I'm going to bring
all of it to be a bit darker all together.
It seems good.
We've got some more leaks here.
Let's bring it to normal.
Since it's normal 100%, I'm going to copy it
a couple of times to kind of make it more visible.
Then let's collapse all these stacks
by hitting Control-E and selecting all of them.
Let's just desaturate and then multiply.
Cool. There you go.
That covers that folder.
Now we've got a little bit more, some hubcaps.
Looks like they've got some rust.
Let's desaturate that and then multiply it.
Just a bunch of editing.
That's pretty much all it is.
These hubcaps are pretty rusty
so I don't want them to be brown at all.
I'm going to desaturate them not completely just enough.
That's probably too light actually.
Let's merge these two together
and then make them darker with this.
Probably not going to use levels.
Let's fix some tires, tire words just some general tire dirt.
I think that this tire could be probably a little darker.
I don't want it to be too bright.
Looks like it's got a bunch of dirt.
I'm going to collapse these two because I know that they're all dirt,
and desaturate it and multiply it.
That looks pretty good.
I've got a flap here.
Probably make it a little brighter just so it shines just a bit.
Rubber still has some reflectivity.
I guess these lights here just desaturate those.
Actually, I'll just bring the lightness up
since those lights are highly reflective.
And I've got a cavity map which is just an overall edge.
I can bring that up a bit.
Edge highlights are good, and I've got some AO
and some oil map on top of everything.
I can bring that up a bit.
That looks pretty good as an end result.
Let's test it out now and see how I like it.
That looks pretty nice.
This is pretty much the results that I wanted
from my specular map on this model.
Let's check it out without the specular map
to see what it looks like.
Let's clear this.
That's a bit too intense.
That pretty much looks like just a different prop
without that extra specular information.
Let's add that back in.
Now we can check out the tires.
Those seem to have a nice reflectivity with the rubber.
This dark metal looks pretty nice.
Yeah, I like how the light hits it. It works for me.
I'm going to do a quick cap.
You want to work with the layers that you have
and mess with their settings to get the results that you want.
Constantly test out how the specular works
whenever you make a large change like I did
with all the dirt on the sides.
Decide whether you want a certain material
to reflect your color, or decide if you want something
to not reflect any color at all.
Usually dirt and rust do not have much color reflection
so try to desaturate those and keep them dark
for the spec map.
That's it for this quick tip.
My name is Cordell Felix.
Thanks again for watching 3dmotive.com.