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Realistic Texturing Pipeline Tips

Isabelle Palmer

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Basic Overview

  • Gathering references
    • For realistic projects, using photo references is best
    • Find references for materials/decals/wear specifically, often separate from model references
  • Setting up Substance Painter to make results more similar to render engine
  • Material creation
  • Decals and using Megascans
  • Render setup
    • Basic setup in UE, Marmoset, or render engine of choice with 1st pass of materials and lighting
  • Iterations between texturing and rendering software to ensure best results

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Substance Painter Settings

  • Goal: speed up texturing process by working with something closer to the final visual result
  • Roughness and metallic especially difficult to gauge
  • Using same HDRI in Substance and UE
  • UE Path Tracing lighting option
  • Viewport settings recommended by Eric McGinnis [and other previous FIEAns]
    • Studio Tomoco environment map
    • Activate Post Effects
    • Activate tone mapping and change function to sensitometric
    • Activate color profile and change to sRGBf

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ACES LUT

  • Alternative method โ€“ ACES LUT by Brian Leleux
  • https://bleleux.gumroad.com/l/lHiVg [free download]
  • Import as โ€˜colorlutโ€™ in Substance Painter
  • Requires minor adjustment in Substance display settings
  • Iteration still important between material creation and rendering

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Minor Texture Adjustments in Substance

  • Add a fill layer with AO map, set to multiply, lower opacity to 50% or lower
  • Add a fill layer with curvature map, set to overlay, lower opacity to 50% or lower
  • Can be in a folder if desired

Before After

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Quixel Megascans

  • Quixel has megascans available of almost anything: brushes, decals, foliage, rocks and environment assets, and other 3D assets
  • Works with Unreal Engine
  • Great for tileable decals and extra detail, or material references
  • When using megascans for 3D models, LOD0 is highest and LOD5 is lowest quality

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Decals in Quixel Megascans

  • When downloading assets, there are different resolution options: 2k resolution is best for decal downloads
  • Decals appear in โ€˜atlasesโ€™ folder in Unreal Engine; material automatically created that can just be dragged into scene
  • The way these work is a box projection, so be careful for stretching on geometry facing different directions [the blue arrow indicates which way projection is currently going]

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Decals Perks

  • A great thing about using decals is that they donโ€™t change the base material, so they can be used to quickly add weathering, damage, or other interest to an existing model in a non-destructive way.
  • Decals can be used to experiment with looks before creating custom decals or materials, or as a final product.
  • Building a decal library helps with personal texturing efficiency but is also great for teams and unifying the look of models if multiple artists are working on a project.
  • I will use decals and trim sheets to texture the 22+ pieces of my modular subway instead of having many separate materials and trying to make the grunge and weathering look unique.

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Layout and Presentation [Marmoset]

  • Create a black and white blurred circle image in Photoshop [black will indicate transparency]
  • Import simple floor plane model into Marmoset
  • Use PS alpha for opacity mask and roughness for that material
  • Turn on โ€˜use ray tracingโ€™ in render options
  • Play with Clearcoat Reflection options to get some cool results, especially for metallic objects

Reflective floor with fadeout in Marmoset

[Military Radio by Paxton Klotz]

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Layout and Presentation

Regular With โ€˜Newtonโ€™s Ringsโ€™