Join Joel Bradley for an in-depth discussion in this video Creating pitted detail, part of Substance Designer: Painted Metal.
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- Time then in this video to actually go ahead and make a start at creating our painted metal substance. In fact, the very first thing we will go ahead and do in this chapter is create each of the grayscale flows that will eventally drive various aspects of the substance texture we are going to create. Now in my Up & Running with Substance Designer course, also found here on Lynda.com, I do discuss the specific workflow that we are going to be using here, pointing out why I feel that this is a particularly good way for us to create our textures.
If it is that you haven't watched that course, you may want to go and do that before working through this painted metal exercise. Although, that is by no means a prerequisite, as you could just as easily work through the texture creation process here, and simply see how everything comes together as the process moves along. Let's zoom into the Pitted Detail Frame on our empty Substance Graph then, by means of the mouse scroll wheel. And then after pressing the Spacebar key, type BNW into the Search Field, and click to create a BNW Spots 2 Node.
Let's then deselect the newly created node, and repeat that process in another empty area of the frame. And under this type, typing the word Cells, and then selecting the Cells 4 Node from the filtered list that appears. And these two maps are essentially going to form the foundation upon which we will build some general surface art bump detail for our painted surface. And, the first change we will make here will be to the settings found on our Cells 4 Node.
In the Instance Parameters rollout then, let's make sure that the Distance and Disorder Parameters are set to 14 and 50, respectively, and which they should be by default. And then, make the important change of setting the number of colors to three, via a double-click operation. And, this just helps make our map less busy in terms of the overall detail that it contains. And with the Cells 4 Node still selected, let's press the Spacebar key, select a Blend Node from the list, and then, pipe the BNW Spots 2 Node into its foreground input.
And at this point, of course, no blending is actually taking place. So in the Blend Nodes Parameters, with the opacity value set to one, let's change the Blending Mode to Multiply. And now, what we ultimately want to create from this flow is the look of a coating of paint that has really been applied, or added, over the top of a rough metal surface, something that has slight imperfections and undulations in it. What we have here, however, well, is just a start.
And, what we want to do next then is add a little directionality to the effect, which we will do in our next video.
- Creating pitted and dented details
- Adding and blending in scratches
- Breaking up the surface with normal maps
- Creating a roughness map
- Adding an ambient occlusion effect
- Exposing parameters to create variation and customize the material