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Behind the Scenes: Spy House Production (2)

2020-06-033 min read

Behind-the-Scenes-Spy-House-Production

Material Production

After baking all normals, AO, and curvature, import Substance Painter to make materials. It is worth noting that the normals baked in Marmoset Toolbag 3 and Maya use OpenGL mode in Substance Painter, and the normals baked in 3ds Max use DirectX mode. The first step after successfully importing the model must be to check whether the normal direction is correct.

After successful import, the remaining textures are baked in the texture set-baking model texture.

The following uses the sofa leather material to share the basic process of the material: the production of sofa leather material.

Inherent Color of the Leather

Choose a suitable material map and paste it in the color channel, adjust other parameters appropriately to make the effect more natural

Behind the Scenes Spy House Production

Bump Height

Create a new fill layer to keep the height channel, paste the height map corresponding to the background color layer, and add Level to adjust the height. At the same time, add anchor points to ensure that the color changes with the height.

Behind the Scenes Spy House Production

AO Layer

The AO diagram of the model pasted in the AO channel is that the dark parts of the edges are deepened, and the bumps are more three-dimensional.

Roughness

Adjust the roughness of the sofa surface. Frequent contact with objects will wear more, such as the edge of the cushion, the inner and upper sides of the armrest, the bottom of the sofa, the top of the backrest, etc. Grunge textures can be added to make the effect more natural.

Behind the Scenes Spy House Production

The Edge Fades

Create a fill layer and add a generator to produce a faded edge wear effect. Adding only one generator effect will be very stiff. Add a few more layers to interrupt the continuous effect to make the wear more natural, and finally, add hand-painted details.

Behind the Scenes Spy House Production 18

Details Added

Use the Grunge map to add scratches, stains, and other details to the surface.

Behind the Scenes Spy House Production

Dust

There are two kinds of dust: dust accumulated in corners and trace dust on the surface. Create a fill layer to leave the color, roughness, and height, and then use the generator to calculate the dust position adjustment parameters to make the effect natural, and you can appropriately add hand-painted details.

Behind the Scenes Spy House Production

Gap Treatment

Manually add black to deal with gaps and other details.

Behind the Scenes Spy House Production Behind the Scenes Spy House Production

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