display heads up display poly count
id’s – same material = same colour
PBR Metallic Roughness, res 2048, direct X
hotkeys the same as maya
F1 – 3D/2D
F2 – 3D Only
F3 – 2D Only
F4 – Toggle
ctrl + alt + right click = texture set selection
uses HDR images like arnold.
shift + right click = rotate environment
shadows, lower opacity, lightweight to intensive.
bake all texture sets
B = toggle channels
M = Material
new layer – colour rough metal – make colour gray
new layer – height, black mask add scratches
new layer – base paint, black mask and generator (paints edges)
new – faded colour,
use one shader – each shader has around 5 maps, 25 maps for model which is taxing on hardware, keep it low polygon and use minimal shaders
anything that is similar or the same, give it the same id colour
high poly mesh suffix – whats different in the file names (the _id is the suffix)
height channel, linear dodge, combines and blends between layers
scale = tile
spots (b+w spots 1) in fill layer