3DMotive – Roof Shader in Substance Volume 2

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在 Substance Designer 中的屋顶着色器教程中,我们将介绍如何使用 3ds Max、Zbrush 和Substance Designer 创建屋顶纹理。我们将首先在 3ds Max 中创建我们的低多边形图块,然后我们将进入 Zbrush 并雕刻我们的图块的一些变体,然后添加一些不错的损坏,然后对其进行优化,以便我们可以将其导出回 3ds Max。回到 3ds Max,我们将设置纹理以使其完美平铺,并使其在大小、旋转和形状方面有很多变化。我们还将为烘焙做好一切准备,例如为颜色贴图分配不同的材料。完成后,我们将在 Marmoset Toolbag 3 中设置一个面包师场景,并使用他们的新面包师烘烤我们所有的纹理贴图。当所有烘焙贴图看起来都不错时,我们将进入 Substance Designer,我们将开始创建最终的纹理贴图。我们将首先用更小的细节改进法线贴图,然后创建最终的反照率、粗糙度和 mattalic 贴图。我们将对整个纹理进行最后的润色,然后在 Marmoset Toolbag 3 中渲染最终的纹理。

Duration 1h 9m With Project Files MP4

Title: 3DMotive – Roof Shader in Substance Volume 2

Info:
In Roof Shader in Substance Designer tutorial we will go over on how to create a roof texture using 3ds Max, Zbrush and substance designer. We will first create our low poly tiles in 3ds Max, after that we will go into Zbrush and sculpt a few variations of our tiles, before adding some nice damage and then optimizing it so that we can export it back to 3ds Max. Back in 3ds Max we will setup out texture so that it will tile perfectly and so that it has a lot of vatiation in size, rotation, and shape. We will also make everything ready for baking like assigning different materials for the color map. Once that is all done we will set up a baker scene in Marmoset Toolbag 3 and bake out all our texture maps in using their new baker. When all the baked maps look good we will then move into Substance Designer where we will start creating our final texture maps. We will first improve the normal map with smaller details and then create our final albedo, roughness, and mattalic map. We will wrap things up with a final polish over the entire texture and render the final texture in Marmoset Toolbag 3.

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