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Information Clause

In accordance with the art. 13 section 1 and 2 of the European Parliament and Council Regulation 2016/679 of the 27th April, 2016 on the protection of natural persons, with regard to the processing of personal data and on the free movement of such data, and repealing Directive 95/46/EC (General Data Protection Regulation), hereafter RODO, I hereby inform that:

1. EVERMOTION S.C., 8 Przędzalniana Str., 15-688 Białystok, Poland is the Administrator of your Personal Data (APD)

2. Data Protection Inspector can be reached through e-mail: iod@evermotion.org

3. Your personal data are to be processed on the basis of art. 6 section 1 letter a, b and f of RODO in order to:
a) prepare, conclude and execute the agreement and for other purposes approved by you,
b) to execute the legitimate interest like marketing of products and the agreement, claim assertion or defence against claims resulting from the law regulations.

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10. Your data will be automatically processed, including the form of profiling.
11. You are obligated to forward above mentioned information to your representative, especially if you appointed this person in the agreement as the contact person or as the representative for the agreement execution.

OK

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.

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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.

 

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

 

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We used Hue / Saturation filter to get darker tone.

 

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Additinal Levels filter - even more darkening.

 

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

 

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

 

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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.

 

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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.

 

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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.

 

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Top spots layer.

 

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Final textured model.

 

Author: Michal Franczak Editor: Michał Franczak
Tags: texturing substance texturing
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