I created the base brick texture map by beginning with a photograph of a brick wall, which I shot with a digital SLR with a long lens fairly zoomed in, in order to reduce lens distortion:
I then painted it in Photoshop to make it easily tileable, while minimizing the obvious repeating bricks by painting out the apparent clusters (e.g. a pattern of high-contrast bricks that was unique to a single part of the image.) I was primarily copying and pasting clusters of bricks and using layer masks to blend things into one another. This was more tedious than I'd anticipated, because I had to be sure to retain each individual brick's outline and make sure that no feathering between different layers was apparent. Finally, I adjusted the saturation with an Adjustment Layer so that I could retain the original painted image as well as the editability of the color correction.I used a combination of Color Range selections, as well as Black & White and Levels Adjustment Layers in order to create the bump maps and specular maps. From top to bottom, here are the color, bump and specular maps:
The bump map is more consistent in contrast than the specular map, because the I wanted the brick to look like it was fairly consistent in depth once I rendered. The specular map has a wider range of contrast and is more sporadic across individual bricks so that I could help break up the glints of light in the render. The grout is darkest so that the specular highlights are nonexistent on those parts of the map.The most time-consuming and difficult part of the texture map creation was the tiling; the bump and spec maps took literally minutes. Luckily, I won't have to creating too many other texture maps that show obvious repeats when tiled.
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