Texturing a table in Substance Painter - Tip of the Week

Michal Franczak 2019-01-09 11:14 tutorial  > Making of  > modeling

This old table comes from Archinteriors vol. 48 collection.

slice13_17

The base material is wood texture WootPlanksBare0464 from textures.com. We modified it (removed gaps between planks) and then placed it in Bitmap2Material, to generate additional roughness and normal maps.

 

slice12_17

With additional levels and sharpening filters we achieved more crisp look of the surface.

 

slice11_17

We used Hue / Saturation filter to get darker tone.

 

slice10_17

Additinal Levels filter - even more darkening.

 

slice9_18

We used drippig rust mask and fine rust material for spots layer.

 

slice6_21

Grunge layer is created with grunge map from Substance library, we sharpened it a bit to increase details.

 

slice5_21

Additional dirt and damage layers created with generated masks. We sued uniform black color material (with only color slot enabled) for these layers. We also decreased opacty a bit.

 

slice4_21

Another damages to surface (Veins layer), were created with a layer (brown color) with color, roughness and height slots enabled. We used bitmap fibers mask to achieve this effect.

 

3_2_1.gif

We placed a layer (with only roughness slot enabled) on top of that. It was ratio_fractal_sum_base map in roughness slot and mask generator to create this variable shininess.

 

slice1_20

Top spots layer.

 

table_sp_cover_b

Final textured model.

 

Author: Michal Franczak Editor: Michał Franczak
Tags: texturing substance texturing
You may also like...
Working with Materials in Substance Designer 4 for Beginners

Working with Materials in Substance Designer 4 for Beginners

In this video, we discuss the process of creating base materials and then blending these materials using the Multi-Material Blend node.
×

LEAVE A COMMENT

You need to be logged in to leave a comment. Don't have account? Register now.
  • ul. Przedzalniana 8, 15-688 Bialystok, POLAND