Substance

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

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