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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 | ISSUE 124<br />

Create a solid color and mask the areas of the decals. Play with the blending options to get a nice wear effect<br />

Making the emissive map: Once I’ve<br />

09 got all the colors, panels, metal and<br />

scratches, the ship’s starting to take shape in<br />

terms of shaders/materials. It looks metallic and<br />

a bit damaged.<br />

Before I continue adding the peeling, dust<br />

and rust, I’ll first create the emissive map. The<br />

emissive map always adds that extra layer of<br />

detail and visual interest to the model, creating<br />

areas that emit light. I always like to add some<br />

lines and dots here and there, and it also looks<br />

good to paint the windows and engines and<br />

make them glow.<br />

To make the emissive map, I create a black solid<br />

color as the base layer, and on top of this one I<br />

add the emissive color layer (in this case, blue).<br />

This blue layer has a mask where I start to paint<br />

all the areas I wanted to glow. (I use the UV<br />

template in Screen mode as a guide to paint.)<br />

Adding peeling to the borders: Finally,<br />

10 the peeling, my favorite part. I need to be<br />

extra careful when making the peeling because I<br />

always add too much and then the model starts<br />

to look super destroyed; I end up deleting a lot<br />

of what I had already painted. (In any case, my<br />

models always look destroyed!) So whatever the<br />

goal you want for your model, whether you want<br />

it to look old and damaged or only have a bit of<br />

peeling damage, this is a very fun step.<br />

Nowadays there are some techniques to obtain<br />

this effect quickly: for example, using curvature<br />

maps or Substance Designer. However, I’m still a<br />

big fan of painting by hand because I like to have<br />

full control of what I want to do and where exactly<br />

I want to do it. Using one technique or another<br />

will alway depends on your time constraints. In<br />

this tutorial I will share how I do this completely<br />

by hand.<br />

For the albedo map, I create a dark-gray solid<br />

color layer and use a dry brush to start masking<br />

the borders of the panels. Remember that the<br />

value of gray determines the reflectance of the<br />

metal in the metalness map. I want the peeling to<br />

look bright, but not much, so I test some different<br />

gray values until I get the result I want.<br />

In the roughness map, I use a very dark-gray<br />

because I want the surface to look smooth, since<br />

it’s the raw metal that’s been revealed underneath<br />

the paint. Finally, for the metalness map, I use a<br />

very light-gray, almost white.<br />

Even if I use PBR and start using real material<br />

values, I change them a bit to fit my own tastes.<br />

Decals: After the hard work of painting<br />

11 all the peeling, let’s take a rest to add<br />

some decals, like the yellow bands on the sides<br />

and some logos. As usual, I create a solid color<br />

layer (yellow this time) and mask in the areas<br />

where I want the bands and logos to be. To give<br />

the worn feeling of the yellow paint, I modify<br />

some blending options in the Layer Style window.<br />

In the roughness map, I use a light-gray to get<br />

a rough result. As I said before, it needs to be<br />

tested several times to get the desired result. The<br />

metalness map remains unaffected.<br />

75

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