Texturing Brooklyn Building - Tip of the Week

Michal Franczak 2019-06-19 09:44 tutorial  > Making of  > modeling

Creating realistic PBR materials in Substance Painter.

 

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This is V-Ray render of a building model. This model is available in Evermotion Shop. The whole collection is available as well.

 

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A building in Substance Painter - we have 14 materials total, each created as a separate texture set. Each wall was textured separately.

 

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Let's look at the front wall. We have three folders in this material. One (plaster) is responsible for the base material with the most of imperfections already added. The second is adding leaks and the third, top-most is for adding ground dirt. Let's give them a closer look.

 

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Base material mixes many elements. At the very bottom we have "old plaster" material, which occupies all five main slots (color, metal, roughness, normal, height), but truly it affects only color and height channel. As you can see, the rest of slots don't have textures assigned.

 

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The "Fill layer 8" is used for adding variation in color slot only. It is blended in "Overlay" mode.

 

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Bump layer is only using height channel and it's effect is barely visible here. But Fill layer 7 uses "ConcreteBunker02_Color" for adding the areas from which the plaster fell off.

 

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Minor leaks layer using automated mask.

 

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Edge wear layer adds small amount of imperfections.

 

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And dirt sand layer adds even more of them, using cavity mask.

 

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We control roughness by a separate layer, we inserted diffuse texture and used levels to control roughness amount.

 

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Major leaks layer.

 

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There is one thing left - we need to add ground dirt. Here is an image with ground dirt "off".

 

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And here is the result of enabling ground dirt.

 

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Windows material - base glass is a simple start - just uniform black color with 0 roughness.

 

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AO dirt uses mg_dirt mask for generating noise in roughness and height slots.

 

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We added noise in height slot to achieve glass imperfection (because there is no 100% straight glass plate in reality). It may look excessive here, but when imported to 3ds Max, we can turn down the slider and achieve the exact amount of height variation that we need. If we would use too small value here, cranking the texture up in 3ds max would result in artifacts (due to not enough information in png file).

 

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Roof without material.

 

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Roof base material.

 

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Roughness layer.

 

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Detail layer multiplied with base layer.

 

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Another detail layer.

 

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