How To Make Game Textures3/21/2021
If youre painting on a separated layer, you can change the opacity and blending mode of this layer for each channel independently theres no need to create one layer for your colour map and one for roughness. 12. Workflow and changes Whenever you create a character, try to have a workflow that is the least destructive as possible.When you purchase through links on our site, we may earn an affiliate commission.Thankfully, the Substance Suite provides artists with all the tools they need to work efficiently with these new methods and workflows.While Substance Designer enables you to make procedural and customisable textures, and demands a bit of technical knowledge, Substance Painter creates textures in a more spontaneous and intuitive way by painting directly on to your model.
Substance Painter is a formidable tool for quickly texturing assets or characters, by using a layer-based workflow like youd find in Photoshop, for example. But Substance Painter is especially powerful when youre using Substance materials to paint directly on to your mesh, on all your channels (diffuse, specular, height and so on) at the same time, or to create fully customisable effects like edge wear or dirt. By default, Substance Painter comes with enough materials for most of your needs, and its also possible to create custom materials to add to your library, so it will get bigger and richer with each new project. You will even be able to create more complex material in Substance Designer, and import them into Substance Painter. ![]() Make Game Textures Download Your FilesDownload your files here (52.8MB) Download your video here (395.2MB) 01. ZBrush concept If I dont have a concept to work from when designing a character, I really enjoy starting directly in ZBrush, using ZSpheres and DynaMesh. The main pros of it (compared with making a concept in Photoshop), is that I can work on all my concepts views at the same time, and make sure everything is working together. ![]() Im looking for nice shape, but at this point its best not to do all the detailing, as itll be easier to add it in ZBrush later. Detail mesh in ZBrush Now I can import my clean mesh back into ZBrush and start to add more details, following my concept mesh. I like to use DynaMesh when I want to do a boolean operation, and insert a curve mesh to add small elements such as bolts or mechanical parts. ZRemesher and UVs Since the character created for this tutorial is not meant to be a playable one, I didnt want to spend too much time on the low poly and retopology. I fuse all the meshes that move together with DynaMesh so I can have one big chunk, and then I run ZRemesher. The UVs are also done in ZBrush using UV Master. Painter setup In Substance Painter, create a new project, select the mesh and add the maps that we baked. When its done, you can set up the channel youll be working on. Ill be using Marmoset as a renderer, so I know itll be interesting if I could also work up a map for the AO and Cavity. Plug the map you baked in the right slot so Substance can use them automatically when using Substance Material or Effect. Material setup For each material I work with (and when I know I want to paint the colour instead of just using a uniform hue from the material parameter), I like to use this process: create a fill layer, and fill it with the material youre looking for. Then set the colour to a neutral grey, and set the layer mode in Overlay for the Base Color channel and finally create a regular layer beneath this to paint on. Fill brush The Fill brush (under the Particle shelf) is great to quickly fill an area with a colour, based on your meshs topology. When using it, the particles will keep running until they hit a strong angle, which can be set in the brushs parameters. Substance effects You can use Substance Effect to blend two materials together. The best part is, even after you added your effect, you can still paint your mask to tweak it. Duplicate materials If youre using several UV sets, youll probably need to duplicate materials from one set to another. To do this, select the material from the shelf (or from a Fill layer), and in the Parameters menu, right-clickSave Material. Itll add a new material to your shelf, with all your parameters set. Using stencils You can add details such as patterns, or screw bolts using stencils. To use a stencil, select a brush, then in ParametersStencil Section, choose the one youd like to use. You can also modify the stencil opacity (and whether the stencil is hidden when painting) in the Viewer Settings panel, which is at the left of your screen by default. Particle brushes Using particle brushes such as rain, sandstorm and leaks, you can add details in the roughness and colour map. If youre painting on a separated layer, you can change the opacity and blending mode of this layer for each channel independently theres no need to create one layer for your colour map and one for roughness. Workflow and changes Whenever you create a character, try to have a workflow that is the least destructive as possible.
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