Procedural Texturing


Procedural texturing starts after the modeling process. The final goal of this process is to acheive mainly 3 texture maps: Color diffuse, Occlusion/Roughness/Metallic, and Normal, to be later used in game. Other maps like Emissive and Height can be acheived if needed as well. Starting with the model, we then bake interesting features like AO (ambient occlusion), curvature, position, and edge normal. Once these technical map is extracted, we can then use random noise like Simplex/Perlin/etc. to multiply with them. First, we take AO multiplying with noise to create an interesting look mimicking dirt, that frequently occur in the hollow gaps between objects. Second, Curvature and Edging information combined with similar randomized noise can create metallic worn edges. Third, this is optional but I frequently used Position map to create a slight gradient based on object world position.  Once completing these 3 maps, each map then stored in each R, G, B channel, packed into a single ORM map.


Combined ORM Map
Red Channel: AO x Noise, Dirt map
Green Channel: Edge x Noise, Metal Edge Worn
Blue Channel: Color Gradient based on Z dimension
Technical Passes on the Gun

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Chatrinsamanchuen@gmail.com
Bangkok, Thailand