Texturing Main ST Assets & Shop Fronts.

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Texturing Main Street

Assets and Shop Fronts.


- Major.
- Maya.
- Substance Painter/Sampler.
Texturing Flower Cart in Substance Painter. Dirt in
Cervices.

Decals used for Projection.

Alpha Alpha

Layer
Stacks.

Used Substance painter to texture the Flower shop cart using a range of
materials and generators to get the effect I was going for. Here I also used the
project tool to project designed graphic decals onto the model.
Flower Cart Outcome: Pt 1.
Flower Cart
Outcome: Pt 2.
Flower Cart
Outcome: Pt 3.
Texturing Flower Cart Sign in Substance Decals used for
Projection.
Painter.

Alpha Layer
Stacks.

For the sign I exported the wood material I created for the cart and applied it to the sign.
From there I then brought in new decals created in photoshop to then project onto the
sign. With this I then went through and height to the lettering using the same projection
set up. From there I then added a white mask and two generators one for dirt and the
other a grunge to help imply that the paint on this sign has worn due to the wear and tear
of weather conditions.
Flower Cart Sign
Outcome:
Bringing in Texture Maps into Maya.
Sign Normal
Maps.

Sign Roughness and


Colour.

Cart Normal Cart Roughness and


Maps. Colour.

Added Metalness file to Cart.


Test
Renders.
Texturing Truck Add-Ones in Substance Painter.
Texturing Truck Add-
1. 2. Ones: Tyre Pt: 1.
1.

Added steel dark aged to inner


2. tyre rim.

Created a fill layer and coloured


red and set it to metallic, then
3. 4. added a generator to the mask
to break up the surface.
3.

Put red rims into a group and


added a height blend and grunge
dirt tin map.
4.

Then added a rubber tire dirty


texture to the outer wheels of
the tyre.
Texturing Truck Add-Ones: Tyre Pt: 2.

Decals used for


Projection.

Projected white tyre rim onto all 4 tyres. Used UVs to do so/

Added a clear specular


sheen to white tyre part
and then put the layer
into a group with a
white mask/ here I then
added on a generator
and applied the grunge
dirty heavy map to
break up the surface.
Truck bench seat. Applied leather texture and added on white piping to the
seat for detailing.

Used the same wood base


created for the Flower Cart.
Here I made the lighter wood
colour more glossy and adjusted
the dirt and darker wood
crevices colours. I then rotated
the wood grain to match beams
direction. Truck Steering Wheel.
Truck Lights.

Added paint layer and drew on light grates with the brush set to a grey/silver metallic colour and the height turned on to
give that raised effects. Repeated this process for the indicators and break lights.
Truck Add-Ones
Outcome No Moss
Truck Add-Ones Outcome with Moss .
Texturing Truck Shell in Substance.

Applied a rivets smart material previously created and added it to the window
rims, front and back bumper and the cars front grate. Within this mask I add
height to the base material to add depth and then altered the surface details in
the rust mask.
Truck Shell Adding Paint to Surface.

Applied a steel painted smart material, here I changed the colour to be more red and then I altered the
surface details in the rust mask.

I then paint/stamped a few finger/hand prints to the car doors using the roughness channel and setting it to
have a shine to help create a bit of variation on the truck (see silver metal image for placement).
Paint to Surface Outcome.
Truck Side Step.

Created a fill layer and added a base colour of


grey and set it to metallic.

Then added a paint layer and drew in some


indents into the step using the height channel
to push into the mesh (did this in the UV
window with symmetry turned on).

Then created another fill layer upped the


roughness and made sure to take the metallic
map away from the properties menu. Then
applied and white mask and 2 generators. 1
being a mask editor holding two texture maps
to break up the surface and then 2nd one to help
add a bit more height variation.
Dash Board.

Kept the interior of the car quite simple as it isn’t some thing we’re going to see a lot of so applied a veneer wood texture and added a layer of gloss to help enhance the
wood. With this layer I set the blend mode to soft light and then added a white mask with the generator ‘metal edge wear. This help break up the gloss and created areas of
roughness to help imply that the gloss has worn away. I then drew onto the mesh with the height enabled to create a compartment for the dash. After I pained a metal to
the handle and clips to help with clarity of what’s on the dash.
Decals.

Reused decals from the flower cart sign to add interest to the truck. Here I stamped it on with a little bit of height to
resemble the impression of a metal plate; to further enhance this I added another paint layer and added a grey boarder to
the existing colour stamp.

From there I then add on some bolts/screws to the corners and then add and mask to the decals layer (colour graphics)
and added a generator with a mask editor. Here I added the grunge maps paint scratched and leaky paint to help break up
the surface on the coloured decal. I then placed the new layers into a group and add a further generator to break up the
plate surface more.
Dust and Moss.

Created and fill layer then added a mask and a generator. I plugged in a position node into the generator to get dust fall on the truck. I then
added a second generator to break up the dust on the truck and set the blend mode to overlay; here I also lowered the layers opacity so that it
wasn’t to heavy.

Dust Moss.

Then used the moss created in for the truck add-on’s and changes
the variations in mask/generators to then be able to best suit the
moss to the car.
Truck Shell Outcome.
Maya Renders.
Maya Renders: Interior.
Flower Shop Stand.

Added wood base previously made. Created purple Fill Layer and added a grunge dirt Projected pre-made sign decal to flower
scratched and grunge dirt muddy generators to mask. stand.

Placed sign in group, added grunge dirt Added moss texture made for truck to stand. Added mask with grunge dirt scratched with
muddy/scratched to group mask the blend mode of pin light to reduce moss
Flower Shop Stand.
Shop Wall Lights.

Added steel painted clear material. Added plastic glossy scuffed material. Made the plastic New fill layer set to off white colour, and lowered
layer less rough and more metallic. the opacity for the bulb to become see through.

Added moss smart material and applied a mask editor to help change
Added fill layer and set to yellow/ cream colour.
the moss variations on the light surface.
Shop Wall Lights Outcome.
Flower Shop Signs and Window
Frames.
Brick and Plaster .

Bringing new
sampler material
into substance >
brought in as a
base material. >
Set scaling to 2
and set to Tri-
planar Projection
to model.

3D Texture made in Substance Sampler using the Stylised Brick Maps above.
Creating the Brick Texture Difference Outcome.

Projection Mapping in Substance Painter. 3D Texture made in Substance Sampler.


Flower Shop Outcome – Substance
Renderer.
Lights Glass.

Colour set to RAW settings.

Started creating a new material and then started plugging the textures in as normal. Then turned
transmission on and added the base colour to the trans mission node. This gave me a very dark black
almost opaque surface. So then tried turning the down the opacity node to make it more see through.
This gave me the top image with bulb only just see through. I then tried turning on the thin walls
option since I didn’t model an inner to the bulb and this gave me a much better outcome (see bottom
image).
Maya Renders.
Texturing
Tailors Shop
in
Substance.
Tailors Shop Outcome – Substance Renderer.
Maya Renders
Sweet Shop Outcome – Substance Renderer.
Maya Renders
Rubble Pile Stones made in Substance Sampler

Trialed using substance 3D sampler briefly to create a gravel/ stone material for my rubble piles. For this I combined some of their preset
materials and looked to scatter it across the texture sphere. Here I used the sand material along side a brown base to brake up the sand surface.
I then added some medium rock pebbles to upped the scattering and height to peak through the sand. Then added small granite pebbles to the
mix to add further interest to the surface. Then as a final layer I added a dark muddy green to give the impression of vegetation/moss within the
rubble pile.
I then hit the share button to export base material after upping the UV tiling , and saved it out as a substance painter base material and as tiff
maps to used within photoshop and other programs.
Created Smart
Materials, Base
Materials and Smart
Mask for use to
texture assets in
Main Street more
Quickly.

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