3d texturing
Substance Painter
after ive finished creating a model within blender, i now bring this model into substance painter, where we do most of the texturing. this is the typical workflow of creating a model
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Base Color/Diffuse: a texture that strictly affects the base display color of the material and nothing more.
height: a grayscale texture used as a displacement map to define the topography of the polygons. Creates the illusion of depth. by faking details, the surface uses height information to tell when a point should be up or down.
metallic: a Metallic map, is a black and white texture. it acts as a mask that defines areas on a texture set or material that behave like a metal (white) and do not. The blacker the texture, the more metallic it will be. metallic maps would be useful on objects like a sword or
Roughness: The roughness map describes the surface irregularities that cause light diffusion. In this map, black (0.0) represents a smooth surface, and white (1.0) represents a rough surface. lower values will produce more plastic-like textures.
normal: a texture designed to add extra detail to low poly models.
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