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Showing results for tags 'hard surface'.
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Quick update on what is happening so far. Lately I have not had as much time to work in substance painter because I have been busy, however in my spare time I have been working on refining the base material which I will use to apply to the numerous textures I have created as part of the scifi collection. Little tweaks here and there mainly to make the results a little more pleasing and less noisy. Above I have tweaked a majority of the masks for rust as well as surface detail variations so that the metal is not too noisy/bumpy. Also reduced some of the height of the peeling paint details since they were sticking out a little too much before. Before it was beginning to look like the paint had been applied in a layer that was 5mm thick. In addition, I added a darker, heavier dust layer which is mainly isolated to the bigger crevices and cracks. I did this mainly to add more depth and make the panels stick out more. Also added details for rivets and "aluminum" pieces. Still need to do some work with variating the dark metal surfaces a bit more though. The brighter metal parts came out good and I am happy with them. Last thing on the list will be to clean up the master material file and make editing paint colors, base metal colors, etc. much easier so that I do not have to poke through the layer stack each time I want to change something. I will do this through anchor points and having "proxy layers" at the very bottom of the layer stack that do not impact the final look of the texture but instead serve as makeshift color selectors. I also still need to add a few more different materials such as rubber, for the textures that include hoses or related parts. Stay tuned.
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Quick update... Work is pretty much complete on nearly all of the highpoly models of the wall textures... Just a few more to create and bake out in Xnormal and then I will be able to start making the color ID maps. I expect to have the ID maps done sometime by the beginning of the week after next week. Total number of textures stands at 201, after taking into account some of the walls having minor detail variants. Below shows a few snapshots of the my most recent work:
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- 3ds max
- hard surface
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Progress Update + Planning For Next Steps
TWahl posted a blog entry in Work in Progress - Scifi PBR Media
As of just now, I have finished creating all of the individual color ID maps for the floor textures, seen below in my progress tracker. Next steps which I plan on carrying out (bolded are the ones I intend to focus on in the next month or so): Finish modeling wall textures (30 ish to go). Finish modeling a few detail textures. Create material ID maps for all wall/detail textures (60+ to go). Paint all diffuse maps using a common substance painter project file(s) to maintain consistency and allow for texture creation in an assembly-line fashion This will save me immense amounts of time with the texture painting process, and also allows me to add even more variant maps (paint colors, rust, cleanliness etc). Create modular environments in 3ds max using floor/wall/trim/detail textures that will fit on a common grid size Will likely have to model/bake additional greeble textures for this step, although this will be simple and not time consuming as I can splice the existing high poly models I have available. This will allow me to cannibalize some details and spend as little time modeling from scratch as possible. Pipes, structural elements, etc. Create props crates, desks, canisters, infectious growths, lighting elements, blood decals, doors with animations, etc.