Pixplant pbr3/31/2023 ![]() ![]() In order to accomplish this, I’ll take advantage of a tool called Substance Designer. We’ll choose an interesting workflow to change the look of our texture and combine the power of masks and filters to generate variations to our material. Begin by downloading an image from the Shutterstock library. In our example, we’ll consider the following texture from the Shutterstock library as a starting point, and I’ll demonstrate how you can easily enrich it with details and features. If your goal is to create some tileable material, type the word “tileable” in the search filter. Assembling Assetsĭownload your preferred image from Shutterstock-any resource that suits your needs is fine. This allows you a correct mapping without any kind of distortion.įor our demonstration, I’ll be using simple shapes to map the textures, as our goal is to focus on the texturing itself. Whether you start from a planar surface or a complex model, the first thing you need to check is the presence of UVs. I’ll be following the latter approach for the rest of the article, with supportive examples and advice that artists can easily follow up. dirt map) directly onto it, creating a more realistic model. Think about the possibility to load the bitmap image and add a procedural layer (e.g. Combining the power of the previous techniques with both bitmaps and procedural textures: In this case, the benefit of this mixed approach is that we start from a well-determined image and enrich it with details. ![]() And, after adding the manhole, the other elements redistributed accordingly. Notice that leaves can be easily deleted from the surface, as both textures and geometry are procedurally generated. The images below show a terrain that I procedurally created in Substance Designer. Substance Painter, as well as Substance Designer, are examples of material-authoring tools. Different softwares come in handy while using procedural approaches.
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