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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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