Value References

Posted by   on Apr 29, 2013  in Articles

When texturing a scene, I find it useful to look at images taken under ambient lighting conditions. Use the Blur / Average filter on selected parts of the image in Photoshop to get some basic albedo colors to start out with. Just keep in mind that this works best for diffuse materials, and do not select a part containing a specular reflection or shadows. I prefer this method to color picking with an average of a few pixels since you see exactly what is selected before applying the blur.



Grayscale check

It´s easy to get blind to flaws at home while working on something for a while. When looking at everything in color it´s sometimes hard to notice if some materials in your texture are too bright/dark.


After making this image black and white I spotted that the pavement should be much closer to the asphalt in brightness if the values are really important. It is almost like when you do a sketch of something and turn the paper upside down to get a new perspective on the perspective.


After working some more with the light and textures, following the references a little closer, this was the end result: