3ds Max Tutorials: Stylized Firearm Production(2)
The next step is to use Substance Painter to manually draw texture materials, which is also the focus of this test.
Various textures are baked in Substance Painter, which is convenient to combine with other materials and make various masks.
In order to show the hand-painted style, Weiweiguan made a smart shader in Substance Painter.
The smart shader is mainly to show the warm and cold relationship between the bright and dark surfaces, and emphasize the structural lines and the volume of the dark parts, so that the texture is more like a hand-painted style. First create a group, create 3 fill layers in the group, respectively control bright color, dark color, color, bright color gives a smart mask of edge contour, dark color gives a smart mask of dark color, color remains unchanged. The created shader can be saved and used in future projects.
Use the bone smart material that comes with Substance Painter to get the effect of the above picture. But it looks average at the moment, lacking in light and shade.
Add a paint layer to the mask layer that controls the dark color, manually draw the upper and lower light and dark of the teeth, and highlight the structure of the object junction.
Add the color gradation to the dark mask layer, adjust the contrast between light and dark, and create a fill layer on the top to make the tip of the tooth a little bit lemon yellow.
The leather part was made using the homemade shader mentioned above, and adjusted the color tone to make the bright part yellowish and the dark part cooler, and then manually draw some edge wear effects in the paint layer.
The metal texture is also made using the metal shader that comes with Substance Painter, but the metallic luster looks relatively new and realistic. So I hand-painted some rust on the paint layer, and through the hand-painted roughness map, the highlight changes on the surface are controlled, so that the entire metal changes are richer and easier to integrate with other objects.
Finally, in order to better reflect the hand-painted texture, it is necessary to overlay a layer of cavity map on the top to emphasize the boundary effect. Cavity map is converted from normal. Without the Cavity texture overlay, some of the structure is very soft, especially the cloth. After using Cavity map overlay, the details will be emphasized more clearly, and the hand-painted feeling will be enhanced.
To sum up, when using Substance Painter to make PBR-style works, the basic texture of the hand-painted part can be controlled by a self-made hand-painted shader. By adding a paint layer to the mask, the hand-painted details such as small color changes and others. Finally, details can be enhanced by superimposing Cavity.
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