Page 65 - 3D Artist 110 - 2017 UK
P. 65

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                                                                                       Model the inal details we can start to add inishing
                                                                                 09  touches to the model such as bolts, screws and rivets.
                                                                                 we will create four different types of bolts placed throughout
                                                                                 the model. there’s the larger bolt to be placed along the ring
                                                                                 around the front of the barrel, then the small rivets with the
                                                                                 indentation will be used for the wood and leather. the lat-head
                                                                                 screws will be used for a lot of the metal pieces. Finally, the last
                                                                                 rivet is a simple half-sphere shape that will be used on some of
                                                                                 the pipe pieces, and for details for the ammo drum. we’ve also
                                                                                 created very simple lightbulb shapes.

                                                                                      UV unwrap the model Blender’s uV unwrapping tools
                                                                                 10  are robust and provide a relatively stress-free worklow.
                                                                                 when it comes to laying out your uVs, you want to make sure
                                                                                 you are giving the important or most prominent areas of the
                                                                                 model the most uV space. so, for instance, we know the stock,
                                                                                 barrel and the wood on the top and bottom of the gun will need
                                                                                 more uV space, since these are very prominent features of the
                                                                                 gun. we could try and it all the uVs into one single layout;
                                                                                 however, even if we were to create a 4k texture, things would
                                                                                 start to get very tight, and we wouldn’t be able to get as much
                                                                                 detail as we’d like in the texture. so, in this particular case, we
                11
                                                                                 are going to split the gun into several texture sets, which we’ve
                                                                                 colour-coded in the image provided. these separate colours
                                                                                 will be their own texture set.
                                                                                    Bring the model into Substance Painter with the uVs
                                                                                 11  set up inside of Blender, export the model as an FBX or
                                                                                 oBJ (we exported as oBJ), and import the model into
                                                                                 substance painter. substance painter automatically splits your
                                                                                 model into their separate texture sets, based on the materials
                                                                                 you applied to each object in Blender. with the model
                                                                                 imported into substance painter, the next step we need to take
                                                                                 is to irst bake the additional maps for our gun in textureset
                                                                                 settings. we will want to bake out all the additional maps and
                                                                                 make sure the output size is correct. For this, we used the
                                                                                 output size of 4,096 for the 4k texture. if you have created
                                                                                 multiple texture sets for the gun, as mentioned in the previous
                                                                                 step, choose the ‘Bake all texture sets’ button, as many of the
                                                                                 tools within substance painter need the information that these
                                                                                 additional maps provide.
                                                                                     Texture the gun the texturing process is very much
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                                                                                 12  about layering on details. start with a base material in
                                                                                 substance painter and then build upon that material one layer
                                                                                 at a time, adding dirt, edge wear and rust until you get the
                                                                                 result you are looking for. For many pieces of the metal or steel
                                                                                 on the gun, the military metal smart material was used. the
                                                                                 wood for the stock used wood american Cherry, which was
                                                                                 then modiied. You can ind the inal substance painter ile
                                                                                 included with this issue, where you can see the texture sets,
                                                                                 materials and various techniques used.
                                                                                     Bring everything back into Blender with the release of
                                                                                 13  Blender 2.79 and the new principled BsdF shader, the
                                                                                 process of taking the asset back to Blender from substance
                                                                                 painter is fast and painless. You can see the very basic node
                                                                                 setup in the image. keep in mind we are utilising Blender’s
                                                                                 Cycles rendering engine. it’s important to note that the textures
                                                                                 we exported out of sp are as follows: Color, metallic,
                                                                                 roughness and normal. with those textures plugged into their
                                                                                 corresponding inputs for the principled BsdF shader, you’ll get
                                                                                 a shader that matches sp.
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