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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 />

Discover Substance Painter<br />

with Andrew Finch…<br />

In this tutorial I will guide you through the<br />

process of creating a Viking shield inspired<br />

by the TV show Vikings. In the last tutorial<br />

we UV mapped a low resolution mesh of the<br />

shield and baked the high resolution data to<br />

a normal map. We also set up the Substance<br />

Painter project ready for us to begin texturing.<br />

In this tutorial we will use Substance Painter to<br />

texture the Viking shield to almost completion<br />

using a lot of the powerful tools it has to offer,<br />

such as the Substance materials to generate<br />

wear and tear. We will also explore painting<br />

the PBR textures and adjusting an already<br />

existing normal map. At the end of this fourpart<br />

tutorial series all the assets we create will<br />

be imported in Marmoset Toolbag 2 and set<br />

up in a quick scene to show off our model; but<br />

instead of rendering out still images for your<br />

portfolio, I will show you how to use the new<br />

Marmoset Viewer tool to create an interactive<br />

portfolio piece, which is a new very impressive<br />

way to display your artwork to potential<br />

employers, giving them the ability to examine<br />

your asset interactively.<br />

Updated base layer: In the previous<br />

01 chapter I showed you how to import an<br />

already existing texture to use as our base layer. I<br />

thought this texture was a little too plain-looking<br />

and so I decided to add some detail and color;<br />

most Viking shields have a pattern on them, so I<br />

added a red background and a white outline to<br />

the wooden cross shape. I think this looks much<br />

better and traditional. All of the other elements<br />

that make up the shield will be textured using<br />

Substance materials. These materials utilize<br />

texture maps to define how they behave and are<br />

very powerful and quick at producing realistic<br />

seamless textures.<br />

Geometry Decal tool: We will be<br />

02 using the masking tools a lot during<br />

the texturing phase and Substance Painter’s<br />

Geometry Decal tool makes creating masks very<br />

easy. You have many options for selecting areas<br />

to mask in or out such as UV islands, elements or<br />

polygons. You can drag and select elements in the<br />

<strong>3D</strong> viewport or 2D viewport, and press F1, F2 and<br />

F3 to switch viewport modes. If you’re working on<br />

a complex shape that’s hard to select, use the 2D<br />

UV window to easily select the UV islands.<br />

You are also given a grayscale slider to pick<br />

the color of your masked areas; the same rules<br />

apply as any other mask texture, where black is<br />

removed and white is drawn.<br />

The base layer is an already existing diffuse texture from Photoshop<br />

Substance Painter’s intelligent masking tools easily mask out unwanted areas<br />

Baking out textures to take full advantage of the Smart Material capabilities<br />

Baking new texture: Smart Materials<br />

03 are a group of folders and layers used to<br />

create advanced effects for your textures. In order<br />

for these materials to work correctly they require<br />

certain textures; AO maps are used to tell the<br />

material where dirt can build up, for example. A<br />

new texture which you can bake out in Substance<br />

Painter is the curvature map, which gives curved<br />

edge information to the material. This is good<br />

for wear and tear – areas that will be subject to<br />

weathering and general use. Under the TextureSet<br />

Settings, click Bake Textures and you’re presented<br />

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