The 3D view houses a number of menus, all of which contain important controls such as the geometry type that you're using, along with how much tiling and height map information is applied.
- In this video we're going to continue our look…at some of the important menu options…that can be found inside the 3-D view…of the Standalone B2M3 application.…The first menu actually found in the view…is entitled, Geometry.…Which as you can see,…if I click through some of the options,…well, this changes the viewport geometry…to which our material is applied.…The really good there being that,…we aren't limited to just the mass types that are listed.…And as you can see down at the bottom,…we also have the ability to load custom geometry.…
Meaning, we can go ahead, and load the exact match…that we are looking to create our material for.…Next up, we have the Material menu,…where we can, among other things,…set the definition or type of material…that we are wanting to use.…Something that we will probably want to change…according to the application and our render engine…that we are going to use our materials in.…As I use the Unreal Engine,…I typically stick to the default of,…physically metallic roughness.…If we were making a material for use in other engines;…
- Bitmap2Material UI
- Exploring the parameters area
- Bitmap2Material Lite
- Loading Bitmap2Material
- Adjusting output size
- Changing the colors in an input bitmap
- Using the low, mid, and high frequency controls
- Setting the Roughness Value
- Setting the AO balance
- Loading your maps into Unreal Engine
Skill Level Intermediate
1. The Bitmap2Material UI
2. Bitmap2Material in Substance Designer
3. The Global Controls
4. Fixing the Base Color Map
5. Using the Relief Controls
6. Building a Roughness Map
Setting the Roughness Value2m 18s
7. Generating Ambient Occlusion
8. Saving and Testing Your B2M Texture
What's next?1m 43s
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