Saturday, April 2, 2022

Painting - 3D Game Production Week 25

 This week I worked with Substance Painter to create my materials. I mostly just followed a combination of tutorials but was able to achieve the results that I wanted. The pre loaded assets were really helpful in understanding how materials were made.  I used some of the techniques I saw in those for my own materials as well, such as the sharpness filter for wood fibers.


I used a metallic edge generator and some mask editors do push the edges on the bricks. I finally started to understand the basic logic of how Substance worked. Layers here work like layers of paint work in real life. Unlike photoshop, fill layers here are actual coats of paint so it's very easy to grasp. 


The huge amount of layers that started to pile up really confused me and I struggled to understand what was going on. Naming each layer depending on its function helped.


I added further detail to my bricks with the mask editor by showing the sculpt details in the middle and not just in the edges. I changed the edge color to a slightly yellower and brighter tone.


I separated my planks by using the polygon fill tool and the uv island option. This allowed me to quickly select the individual planks as they were just rectangles. This was another benefit of having done retopology with flying geometry instead of step build. 


I added a dirt layer and multiple noise layers in order to get the wood feeling in. I experimented first with a bright wood, but then decided to go for a darker, dirtier kind of wood.




With my main materials done, I went in and did some additional detailing using the paint layers. This allowed me to add some more realistic detail variation.


I also went through all the steps with the extra assets. The metal parts were all masked under one layer and edited as so. I gave the metal a darker tone as well, as these would have been used for a very long time and for extended duration. I used the polygon fill option extensively here as well.





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