Wednesday, April 1, 2020

3D Reflection 36 - Making Substance Designer Tile Textures and Trim Sheets

The most challenging part of texturing was using Substance Designer to make convincingly realistic textures for the environment. I needed to make: sandstone for the walls and floors, a painted ceiling texture for L shaped room using trims, and a palm tree texture. I also constructed a stone texture in Substance painter for the statue and the stone tombs.

The sandstone was straightforward in design but I had much uncertainty when making it, despite closely following reference. At first the grouting was too far apart and too dark, so I decided to make more shallow grouting. I tried to match the texture and colour more closely to my other team mates' sandstone texture for continuity.








I made a variation of the sandstone texture by getting rid of the brick pattern to make a plain sandstone. I could use this for damage effects and any other objects that I did not want brick patterns on.

The next texture I produced was the palm tree bark. This was a very challenging texture for me as I found very little tutorial materials, and so I had to learn as I went along. I was actually very pleased with the final texture however, as I managed to achieve the unique shape of Oasis palm tree bark and the stringy fibres between each piece of bark.













The next challenge was the trim sheets. I produced a variety of masks that I could use taken from Ancient Egyptian hieroglyphs of daily and royal life, and the book of the dead.



Using the same technique, I created a starred ancient egyptian chapel ceiling and trim on the bottom part. I added to this in Substance Painter.












I also made a sandstone floor texture, which I would use on the corner and edge pieces in the courtyard. I found that it was a lot darker compared to the other sandstone texture for the wall, and so I fixed this issue by adjusting the values.




I baked my high poly statue to the low poly retop and began crafting texture in Substance painter using masking and creating generators. I managed to create a semi-polished black speckled granite texture, with dust settled in the crevices and areas of surface damage. Once I made this granite material, I exported it as a smart material, so that I msay use it on other objects like the tombs.




I then added a gold layer onto the eyes to make them stand out. 








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