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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 | Presenting assets in Marmoset Viewer<br />

Filling in the cracks: The painted-on<br />

04 stencils can look a little flat and fake.<br />

This is because the normal map detail from the<br />

wood is showing through the blood decal too<br />

much; as blood is quite thick, you would expect<br />

it to fill in the cracks more, so to fix this we need<br />

to adjust the imported normal map. Substance<br />

Painter uses height maps to add to the normal<br />

map but this wont allow us to remove details<br />

from the normal map that we imported at the<br />

start. In order to paint into the normal map<br />

itself you need to add the normal map to the<br />

material. In the TextureSet settings next to the<br />

channel section, click the ‘+’ sign to get a lot more<br />

channels that we can add to our material. Select<br />

normal map. You will now notice a Base Normal<br />

has been added to the layer and a ‘nrm’ tab has<br />

appeared on the material. Now we can make<br />

edits to the actual normal map and subtract the<br />

detail away.<br />

Normal map wood damage: At the<br />

05 top of the layer section, select normal<br />

from the drop-down list so that we can only paint<br />

in the normal channel and not affect the other<br />

channels accidentally. Create a new layer and<br />

turn off all except the height channel. Now when<br />

you paint on the model you will notice you can<br />

add or subtract height data from the normal map.<br />

I feel the damaged part of the handle is a little<br />

flat, so I paint in some random brushstrokes to<br />

carve away at the wood. You can add scratches or<br />

blend out any detail you feel is too heavy around<br />

the asset.<br />

Completed texturing of shield: This<br />

06 now completes the methods I use to<br />

texture the shield. You can keep painting in details<br />

where you feel it is needed. This image shows<br />

the back view of the shield, which I think is quite<br />

successful at showing a damaged, weathered and<br />

well-used Viking shield. The gold ring and stitched<br />

leather really add a nice hint of detail. These<br />

assets are now ready to be exported to Marmoset<br />

Toolbag 2.<br />

Exporting the textures: The export<br />

07 process in Substance Painter is very<br />

simple. Select File > Export Textures and you will<br />

be presented with the export window. Here you<br />

can say where the files will be saved to; the size of<br />

the exported texture maps and the format of the<br />

textures. I use TGA for my format and a resolution<br />

of 2,948.<br />

Filling in the wood detail with blood to stop the ‘painted-on’ effect<br />

Painting in new normal map details into the wood damage<br />

There is also a list of all the textures that will be<br />

exported: Base color, Height, Roughness, Metallic<br />

and Normal. Hit export and Substance Painter will<br />

export the textures quickly. We can now move on<br />

to presenting our work in Marmoset Toolbag 2.<br />

Completed model in Substance Painter, ready for export<br />

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

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