Tuesday, February 25, 2020

FMP: Week 8 Tuesday

On Tuesday, I placed my tileable plank texture that I had baked in marmoset into substance designer to generate AO and curvature maps based off of the normal to height map node. I did the
Is so that the maps would match the ones I generated using the same method for my trim sheet, which was created using substance designer because I was editing and combining the normal map in photoshop and couldn’t use the additional maps generated by marmoset, as they wouldn’t line up.

I created a smart material out of all of the layers used for my trim sheet, then applied it to my tileable plank texture so that I would have a similar style and colour for the both of them. I then made some tweaks to the colours following the concept, and made tweaks to the grunge/paint wear layers.

To preview the texture, I created a plane in 3ds max and doubled the size of the plane UV, covering a quarter of the overall space. This was so that the texture would tile four times in substance painter, allowing me to see each of the seams properly while painting.


No comments:

Post a Comment