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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



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