Certain types of diffuse textures have a wide range of lightness and saturation values but they vary little in terms of hue. We can exploit this property and pack the image into only two texture channel, complemented with a single color constant, allowing us to store arbitrary data in the remaining two channels of the image (normal XY, specular amount and roughness, etc).
Update: Added channel selection and artifact comparison.read more
I’ve been trying to establish a reliable MetaSL based texturing workflow since 3dsMax 2010 but only recently got close to a practical solution. This tutorial is the fruit of that journey.
If you find problems or solutions, have suggestions or opinions, please let me know.read more
Here is a new tutorial:
Enjoy. :)read more