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Realistic Asset Creation with Adobe Substance 3D

You're reading from   Realistic Asset Creation with Adobe Substance 3D Create materials, textures, filters, and 3D models using Substance 3D Painter, Designer, and Stager

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Product type Paperback
Published in Nov 2022
Publisher Packt
ISBN-13 9781803233406
Length 486 pages
Edition 1st Edition
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Author (1):
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Zeeshan Jawed Shah Zeeshan Jawed Shah
Author Profile Icon Zeeshan Jawed Shah
Zeeshan Jawed Shah
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Table of Contents (17) Chapters Close

Preface 1. Chapter 1: Getting Started with Adobe Substance 3D Painter 2. Chapter 2: Working with Assets in Adobe Substance 3D Painter FREE CHAPTER 3. Chapter 3: Working with Layers and Maps in Adobe Substance 3D Painter 4. Chapter 4: Working with Masks in Adobe Substance 3D Painter 5. Chapter 5: Working with Advanced Tools in Adobe Substance 3D Painter 6. Chapter 6: Working with Materials and Smart Materials in Adobe Substance 3D Painter 7. Chapter 7: Getting Started with Adobe Substance 3D Designer 8. Chapter 8: Nodes in Adobe Substance 3D Designer 9. Chapter 9: Blending Modes in Adobe Substance 3D Designer 10. Chapter 10: Creating a Television Shelf in Adobe Substance 3D Designer 11. Chapter 11: Adobe 3D Sampler at a Glance 12. Chapter 12: Getting Started with Adobe Substance 3D Stager 13. Chapter 13: Models, Materials, and Lights in Adobe Substance 3D Stager 14. Chapter 14: Cameras and Rendering inside Adobe Substance 3D Stager 15. Index 16. Other Books You May Enjoy

Creating Albedo Maps, Roughness Maps, and other textures for the television shelf

Now, as we have our television shelf ready, we need to give it some realistic colors with Albedo Maps and Roughness Maps. Also, we will add some dent and scratch effects to the shelf and cover it with some dirt and dust to make it look old.

So, let us start with the steps:

  1. First, we will put the Metallic map next to the Final Blend nodes, the Base Color nodes after it, and the Roughness nodes after Base Color, as shown in Figure 10.45:

Figure 10.45 – Moving around the Texture nodes in the GRAPH window

  1. First, we need to add a wooden texture base material. This is quite a complex material to implement. First, we need to add the Anisotropic Noise node and under INSTANCE PARAMETERS, change X Amount to 2, Y Amount to 184, and Smoothness to 1 (if it is not already at 1).

Figure 10.46 – Adding the Anisotropic Noise node and...

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