Substance Designer Project 3 Blog [Part 3]

Substance Designer Tutorial:


In Chapter 5, Creating the Color Map I will be working on the following:
Using the Gradient Node:
First I will be using a BnW Spots 2, Moisture Noise, and a Blend Node. After that I will connect them and change the blending mode to overlay. (Pictures will be shown below/ Step-by-step?).

How did I get the Color? I used a reference picture from the tutorial.


Creating Large Color Variations:

For this part I will first put the output of the Gradient Map node into the Base Color Node. Then delete the Uniform color because It isn't needed anymore.
Ran into a little problem I think. It looks a bit different in the tutorial video.



Creating the Mortar & Additional Detail:
First I will have to duplicate the Gradient Map above that's connected to the Blend Node. Then I will create a Blend node and place the duplicated gradient to the foreground of the blend. After that I will plug in the previous Blend Node to the Background of the new one. (Steps will be shown In pictures).
Then I will connect the output of the Slope Blur Output all the way to the blend node opacity.
Once I picked the Color I will plug in the blend output to the Base Color.
Next, I will use a Grunge Map 013, blend node, and a uniform color. 
From here I will adjust it and add a dust color. Finally the end result below.

Creating the Roughness Map:

For this part I will be working on the roughness map so I will have to start off with blend node and I will also have to pick one of the previous blend nodes (Picture).

Creating Edge Detail Roughness:
For this part I will start with a Curvature Node, Curvature Smooth Node, and a Normal Node. 


After this I only needed the Curvature Smooth instead of the other one and then I added in a Levels Node.
Then I will create another Blend Node.

The End Result of this part and the end of Chapter 5
A lot more work has been done to add Color and Roughness into the material. This is how the graph looks like below.













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