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07yun: Door 1


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Posted

e7TtZgB.jpg

 

Still learning substance painter.

Looking good, Substance Painter is quite intuitive to use - you should be familiar with it fairly soon. It's not as technical as Substance Designer, which I still recommend you to learn as using both tools in a combined effort gives you more freedom in the way you work, every brush alpha, Stencil, Mask and Filter is based at a .sbsar file that was created in Substance Designer. With SD you can create your own parametric materials and brush alphas capable of doing exactly what you need.

Tempust85 likes this
Posted

Is this based at a highpoly mesh or jsut a big box you painted height detail on in Substance Painter?
If it's the latter I can provide you with a simple bevel filter to bevel your painted height information

Tempust85 likes this
Posted

Didn't really change it much:

 

5agdv8.png

 

Everything is floating geometry, except the details in the boxes. It's a height to normal map using crazybump. It was too rough just adding it to the height channel in substance painter.

 

Geometry "layering":

 

- base rectangle

- boxes

- diagonal things

- Y shape

Posted

In max just use outline on the back faces of the shape to get a larger bevel, the depth of the shape doesn't matter as long as you can see the edges from the front like so:

 

Gc3Uql0.jpg

Posted

You have to something about the detail lines there, they look like they were pushed into clay instead of having been chiseled out of stone.

Posted

well, isntead of doig conversion from Height to normal and overlaying that with the baked normal map - just import the height map into substance painter and blend it there.
add a mask to that layer and beat it up to not make it as uniform

SomaZ and Tempust85 like this
Posted

add a blur and a elvels filter to the height layer to first blur the engraving, then adjust the levels to sharpen it again
this will widen the lines and add a slight slope to the edges it will also make it look much smoother

Raw Painting:
b99cfe0030680f49bfea66dab7eb6d0c.png
Blurred:
270f46b453367a1ba3645933cbf2e84b.png

Levels adjusted:
92bb06250963aa99e31364d8bf5819c4.png

here's an example scene: https://www.dropbox.com/s/sedq4izuiqv6g30/Example.spp?dl=0

done with the current release of Substance Painter (V2.5.3)

 

Posted

*effects ;)

 

so Painter 1.7.3 has the "effects"

 

 

WvYL8xo.jpg

 

 

 

 

Short tutorial:

- make a fill layer

- make it affect height only

- adjust depth in the fill layer to match your target depth (you can change it later on)

- add a black mask to the fill layer

- select the mask

- paint the parts white that should be pushed in

- click on the effects button

- select blur

- adjust blur

- click the effects button again

- select levels

- adjust levels to your needs

- ready

 

You can simply take the baked depth map as mask instead of a hand painted one.

Posted

You can simply take the baked depth map as mask instead of a hand painted one.

For this you'll have to add a bitmap mask instead of a plain black mask

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