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Showing posts from July, 2023

Environment Material - Max, ZBrush, and Substance Painter

3ds Max Creating a base mesh in 3ds Max Added cuts to make uniform disstribution of polygons Given some chamfers and applied turbo smooth modifier Using GoZ exported mesh to Zbrush Photoshop Done prep work of creating wood alphas in Photoshop Downloaded tillable wood textures Coverted them to black and white, added some filters to reduce noise ZBrush Coverted to poly mesh 3d Added 3 subdivisions Imported tillable alpha created in Photoshop Did some macro level volume sculpting Then used those alphas in noise to create wood grain realistic details Applied noise to mesh Exported highpoly mesh in obj format Substance Painter In Painter imported the highpoly obj file and a plane as low poly which UVs are mapped in 0 to 1 grid Baked all maps Started with texturing from creating fill layers for base color Used a most covering base color Then created few hue variations and created some masks Then details added