Substance Painter Material Breakdown

Substance Painter Material BreakdownHere’s a breakdown on some of the techniques I used when creating this Sci-Fi Console asset for Unreal Engine 4 in Substance Painter.

One of the more interesting ones is the ability to use anchor points to reference added height detail in those lovely mask generators. This is technique that was introduced by this good video by Allegorithmic  (that guy is such a guru!)

I also realized it’s often a good idea to create a fill layer and mask that; in that way the workflow stays non-destructive the whole way.

Anyway I hope you like this video on Substance Painter Material Breakdown.

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Sci-Fi Console

I created this  Sci-Fi Console recently for my personal portfolio for UE4. I baked the normal map from high poly using Substance Painter. I’m quite glad about how this turned out with PBR metal-rough workflow.

The model is also available now in Turbosquid.

Sci-Fi Console Game Model

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