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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 | Texturing assets with Substance Painter<br />

Varying the wood color: The wooden<br />

09 parts of the shield are looking a bit too<br />

samey, so to fix this I use Photoshop to edit the<br />

base wood texture we originally brought in as<br />

our starting layer. I make the texture lighter in<br />

color. Back in Substance Painter, I import the<br />

new texture and apply it as a new fill layer to my<br />

stack. I then apply a black mask layer to make<br />

it invisible. I can now use a white noisy brush to<br />

gently draw in some highlights to the wood. As<br />

this is a fairly noisy surface you would expect a lot<br />

of variations in color and dirt.<br />

Hand-painted dirt: Now all of our<br />

10 Smart Materials are placed, we need<br />

to start to bed them in more so they look more<br />

natural. We do this by painting in details such as<br />

weathering and dirt. So on a new empty layer, I<br />

use a black noisy brush and lightly paint in dirt<br />

build-up behind the nails and in the creases.<br />

Don’t be scared to add too much, because if it<br />

looks too heavy when we are done we can always<br />

reduce the opacity of the layer or use a mask layer<br />

to soften the effect.<br />

Painting dirt build-up: On a new layer<br />

11 I continue to build up the layers of dirt,<br />

painting in all of the corners and crevices. I keep<br />

certain areas more clean, for example where<br />

the shoulders or forearm would be continually<br />

rubbing the surface. I like to keep each element’s<br />

painted dirt on separate layers, so I can use the<br />

layers’ opacity to tone the effect down if it’s too<br />

heavy without affecting the whole shield.<br />

Coloring the dirt: Doing the same<br />

12 process as above, I paint some dirt<br />

detail on the metal hand guard areas, particularly<br />

around the nails. As this is a metal surface, I can<br />

add some color to the dirt layer to represent<br />

rusting. I keep the color dull so it doesn’t stand<br />

out too much from the rest of the shield. I also<br />

add some larger patches of rust color on the<br />

spherical surface just to vary the diffuse coloring.<br />

Stitching mask: I feel it would be an<br />

13 easier process to paint the stitching in<br />

Photoshop rather than in Substance Painter,<br />

where I’ll have more control over such a finicky<br />

process. Using the UV texture and the normal<br />

map texture as a guide, I use the normal map<br />

texture to show where the height data is for each<br />

stitch so the textures line up correctly. I paint a<br />

black-and-white mask of stitching, making sure<br />

the stitches are untidy to look more natural. I save<br />

the texture out.<br />

Imported layer mask: Import the newly<br />

14 created mask texture into Substance<br />

Painter and select it in the Textures tab of the<br />

Using a second pre-made texture to add variations to the wood texture<br />

Hand-painted dirt and grime to really weather and age this asset<br />

Continual build-up of painted dirt layers on the wooden panels<br />

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

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