Page 70 - 3D Artist 110 - 2017 UK
P. 70

TECHNIQUES







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                Ground the glass with sealant In the reference
          05  images there was a sealant used to seat the windows
          against the framing. Adding details like this add a soft breakup
          to the rigid painted metal and glass. First I use a Bevel to create
          a small ramp and a noise setup. I plug this in to a Blend node set
          to Subtract. Then I use the Directional Warp and Slope Blur
          Grayscale nodes to create the sealant. The Directional Warp
          node will help offset the noise so that each pane of glass has a
          different look. The Slope Blur Grayscale node will provide a nice
          layered look, as though the sealant was pressed and oozed out.

                Simple material deinition pass At this point the
          06  height and normal maps are well established and I will
          do a simple material deinition pass to bring some life to the
          surface. For the industrial windows I am using a Spec/Gloss
          worklow. Dielectric surfaces have a specular value of 59. For
          the Gloss map I used the following values: glass (245), painted
          metal (147) and sealant (65). The albedo values are glass (55),
          painted metal (154) and sealant (191). For each portion I
          plugged Uniform Color nodes into Blend nodes along with
          masks connected to the Opacity of the Blend node.

                Storytelling on the window panes For starters a
                                                      07
          07  glass albedo should be on the darker side, as this will
          create a nice contrast when the light hits the surface. I wanted
          to create windows that look aged and are cloudy. To do this I
          added surface details such as vertical streaking and smudges in
          the albedo and gloss. Additionally, I added stains that are lower
          opacity in the albedo but do not appear in the Gloss map. This
          way, when the light rolls across it looks like the stain is behind
          the glass. Having details like this adds a lot of dimension and
          gives the glass some perceived thickness.

                Storytelling on the metal framing Like the
          08  windows, I wanted the painted metal framing to look
          like it has aged. With painted metal I add faded spots to show
          discolouration as well as rust spots. The discolouration came
          from noises and an edge-masking technique was used for the
          rust. I also wanted to show collected dust on the lip of the
          frame. I did this by using the RGBA Split node. I isolated the
          green channel and used that to create a mask for the dust.
                                                      08                               09
                Final touches At this point I am pretty happy with
          09  how the glass looks but I think I can squeeze more out
          of it. I decided to add surface scratches and chips to the glass to
          make it feel more used and weathered. These are subtle details,
          but they help to add believability. I also wanted some to feel
          cracked so I used the masking worklow I discussed earlier to
          selectively place cracks on a few of the window panes.

           Leveraging the Multi-Value
           grayscale map
           Almost all of the materials I create inside of Substance
           Designer have a Multi-Value Grayscale map. Simply put,
           it is one of the most powerful assets to have when
           creating a material. It can have a major impact on so
           many aspects of the creation process. This map helps
           control everything from the initial pattern setup through
           the Edge Detect node to randomising noise via the Multi
           Directional Warp node. If set up correctly, it can act as
           the brain centre of the entire graph.

      70  All tutorial files can be downloaded from: filesilo.co.uk/3dartist
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