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3D Creative December 2015

contoh majalah 3dcreative. majalah yang menyajikan trick, tips, dan seni dari teknologi citra 3 Dimensi

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<strong>3D</strong>CREATIVE MAGAZINE | Creating textures for sci-fi spacecraft<br />

Keeping that knowledge in mind, I start to build<br />

all the maps simultaneously in Photoshop,<br />

adding details, damage, dirt, and so on, step by<br />

step in different layers while constantly checking<br />

the process in Marmoset Toolbag 2.<br />

Establish the different colors: To start<br />

06 the texturing process, I first establish<br />

all the colors of the ship. I create a base layer<br />

of solid color that is the base color of the ship<br />

(in this case, blue). On top of this one, I start to<br />

create more solid color layers with all the different<br />

colors, and mask the desired pieces of the ship (I<br />

use the mask map I previously made in 3ds Max<br />

to help me select the areas and mask them). I<br />

basically make variations of blue, some black<br />

pieces and some different tones of gray.<br />

To learn about the PBR Metalness/Roughness workflow in depth,<br />

look up Allegorithmic’s comprehensive documentation<br />

The colors in this case represent the paint on the<br />

metal, so the roughness map should be the same<br />

in all the colors, even though I prefer to add some<br />

variation to break the homogeneity.<br />

Establish the different colors of the ship and add some variations in the roughness map<br />

The metal map is all black for now since I haven’t<br />

established any raw metal yet.<br />

Add metal textures: Once I set up all<br />

07 the colors, I move on to add the metal<br />

textures. I choose one metal map from www.<br />

textures.com as my base metal and duplicate<br />

it to fill the whole canvas. I use it in Overlay<br />

blending mode to get a very subtle effect.<br />

On top of this, I add a scratch map (also found in<br />

www.textures.com, and modified by me) at 60%<br />

opacity so the scratches are not very strong and<br />

evident in the render.<br />

In the roughness map, I desaturate the metal<br />

texture and use it in Multiply mode. I also move<br />

the arrows inside the Blending Mode option<br />

window so only the darker tones remain visible.<br />

I want the metal texture to be dark here, so these<br />

areas look shinier. For the scratch map, I invert<br />

the colors so they become black and use it in<br />

Multiply mode.<br />

I use a similar process for the metalness map to<br />

make it white (suggesting the metal underneath<br />

is the paint colors) and I duplicate the scratch<br />

map several times in Screen mode to get them<br />

very white.<br />

Adding the panels map: To add even<br />

08 more variation to the different colors, I<br />

add a panel texture from Total Textures v7: Scifi.<br />

I use it in Overlay with a very low opacity and<br />

modify the Levels to add more contrast. I only use<br />

this map in some blue areas, so I make a mask to<br />

specify it.<br />

For the roughness map, I desaturate the map<br />

and use it at very low opacity, tweaking Levels<br />

for more contrast. The metalness map remains<br />

unaffected by the panels. I also convert the<br />

desaturated map into a normal map to create<br />

more distinctions in the render.<br />

At this point you should feel that the ship is made<br />

of metal and has been painted, and the damage<br />

should look natural. If it doesn’t, go back and play<br />

a bit with the albedo, roughness and metalness<br />

maps, changing the values and balance of colors,<br />

and so on. In this tutorial I’m showing you the<br />

final result, my final colors and roughness values,<br />

but they took me a lot of time and testing until<br />

they looked good and natural. Feel free to change<br />

them as much as necessary until they give you a<br />

great result.<br />

<strong>3D</strong>CREATIVEMAG.COM

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