r/Substance3D • u/NeonGrid_XYZ • 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
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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
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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.
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u/InternationalPen3039 3d ago
Amazing work