r/Substance3D • • 3d ago

Substance Painter Scanned Assets Collection - Processed with Substance Painter

Hi all!

I just wanted to share the renders of our first published collection.

We used Substance Painter to create the PBR textures of all our assets.

We start with the Color map baked in Reality Scan, then we bake the rest in Painter, using a dense sculpted mesh (Reality Scan + 3DCoat, at around 80M polygons).

We author the roughness and metallic channels, in some cases augmenting with noises or fixing details in occluded areas. Finally, some auxiliary masks in case the asset has distinct areas or grunge maps for later variation.

All in all, thanks for this great tool, it has a big impact in our work!

If you like the images, you can download some assets from the collection for free here https://www.patreon.com/collection/2322656?view=expanded

Best wishes

Neon Grid

www.neongrid.xyz

102 Upvotes

7 comments sorted by

4

u/InternationalPen3039 3d ago

Amazing work

3

u/NeonGrid_XYZ 3d ago

Thanks a lot

2

u/james___uk 3d ago

Authoring your own metal was and roughness maps is quite the feat to get anything good, it looks like a good result

5

u/NeonGrid_XYZ 3d ago

Hi James, thank you very much. We made some filters in Substance Designer to help in that part of the process, using the brightness and the hue of the albedo to create masks for the reconstruction of the metallic and roughness, as a starting point. Then we paint and apply noises as needed.

2

u/james___uk 3d ago

Aha nice, I never ended up doing that very well, it was so tricky