9/27/2023 0 Comments Substance 3d texturingTo have a more realistic render (as opposed to a procedural look) paint layers are added and different brushes are explored to break up the procedural render. With a solid base in Painter for the metal shader, more fill shader is added and improvements such as grunge, scratches, and dirt are done in the Mask Builder generator. The texture is baked in Painter to see how useful is it to do that. To help create a realistic metal shader, Filter on Fill Layer and Mask Builder are used for the generators generators. Having a good understanding of objects in real life is essential, so we analyze how metal works and see how we plant to create the different shader in Painter. In Maya, the Substance Plugin for Maya is explored to understand how to connect all the textures for the PBR shader AISurfaceShader in Hypershade.īefore jumping in Substance Painter, we are checking our asset and how important is it to prepare properly our asset with the correct UDIM and tilling for each UV set.Īlso, we will see the difference between OBJ and FBX format in Painter. The final details are added for the asphalt and all textures are exported for Maya. During the process, multiple normals are mixed between each other to get a better fine asphalt detail. Continuing to focus on the mindset behind the procedural texture approach, using small, medium, and large details to structure our texture.Īn extra layer of detail is added for the tear marks and balancing the different components between each other. Improving the ground texture with some normal maps, roughness texture, and manipulation of the procedural texture to find the right pattern. How to make specific details only using nodes. Preparation of the ground as well as exploring the mindset of procedural texturing.
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