Behind the Scenes: Spy House Production (2)

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

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.

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.

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.

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

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.

Gap Treatment
Manually add black to deal with gaps and other details.

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