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07yun: Door 1


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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.

DT85 likes this
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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

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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)

 

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*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.

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