
Final Pass – In the final pass I focus on my graph cleanup, as well optimizing it and polishing remaining maps for better output. Roughness Polishing – Then I use my albedo map, convert it to grayscale and try to mask out different masks to polish my final roughness map. Albedo Generation – Generating albedo is like taking a final pass over color values, using a blend of all shapes and masks to give life to my materials. Ambient Occlusion Generation – Generating a good degree of depth with ambient occlusion, to give some life to your depth.
Base Roughness Generation – Generating a base roughness map for checking for building a proper albedo. After this it’s a good idea to look out for roughness map refinements.
Normal Map Generation – Getting a good normal map using a height map we created earlier.
Height Map Generation – Height is one of the major components of any material here I will be breaking down trims and creating height data for the shapes.