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Advanced texturing in substance painter
Advanced texturing in substance painter











advanced texturing in substance painter

I’ve reworked it a fair bit from the original, mainly adjusting the colouring to reflect a weathered brass rather than the original steel. The original is available under a CC Attribution 2.0 license. This texture is derived from an image on Flickr by Jay Hilgert, author of the cool BittBox blog/site. I’ve played with the colours a little in a bitmap editor and added a little hint of rippling light on top of the original render, just to give the surface a little more life. If you don’t have access to that then feel free to use this one under a CC Attribution license or there are plenty that can be acquired on the internet under similar terms. I created this texture in Lightwave – most 3D and texturing packages will have a “wood grain” or similar texture that you can use to make this kind of image.

advanced texturing in substance painter

This sounds like a lot but in this tutorial all of those textures are derived from just three original images : A brass texture, a wood texture and the pattern on the face. In order to represent this in SL with the materials system we’re going to need to control the diffuse channel (colours), the shine (specular channel), the glossiness (specular exponent), the reflectivity (environmental intensity) and bumpiness (normals) of the surface. The designs on each face of the entirely original cube are picked out in brass inset into dark wood.













Advanced texturing in substance painter