What I have done is use a combination of metal presets and non-metal presets from which we can generate all the maps we’ll need for our shader. I just merely slapped them onto the model □ In fact, I would go further and say – I’ve done around 5% of texturing and used other peoples work from the wonderful team at Substance as these presets were created by them. I’ve baked some Mesh Maps and then I spent a few minutes using a combination of presets to create the following set of textures. …and in Adobe Substance Painter 3D Painter 7.4.0, I’m using a Metal Roughness template, UDIM workflow and I’ve enabled the OpenColorIO Color management profile. For more details on the setup, check out this doc here:Įxtracting a 32bit Displacement Map from ZBrush In Maya 2022, I have a skull model that has topology and UVs and I’ve applied a 32bit displacement map extracted from ZBrush. Although we’ll be using Substance, Maya/Arnold, you should be able to follow along in any PBR supported application that uses the Metal/Roughness shader model.įor more information on PBR-based shading and rendering, make sure to check out the Substance docs here and Physcially Based Shading at Disney:īefore we begin, let me give you a breakdown of what I have so far. For this walkthrough, we’ll be prepping our texture maps in Substance Painter and then setting up our shader in Maya/Arnold using the Metal/Roughness shader model.
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