This week I started texturing some of the smaller assets, as well as the balcony in my scene, where my Captain's Table is placed at. Once again, I began by importing my assets from 3Ds Max into Substance Painter, where I had already imported the materials that I had previously made in Substance Designer and would need.
On one hand, when it comes to texturing, I like to take my time adding details on Substance Painter such as dirt, dust, rust, scratches, cracks, creases, etc. On the other hand, if I'm doing something that's more stylised, I like to take my time painting details either in Substance Painter or on Photoshop. Often times, just adding the material you've made in Substance Designer isn't really enough to make a convincing texture because in real life, objects tend to age for example, and clothes tend to wear off.
I encountered a small issue when I started texturing the balcony. Basically, I tried exporting a channel packed material from Substance Designer and importing it in Substance Painter, however, I didn't realise that because Substance Painter has it's own way of channel packing, it won't recognise the channel packed (Ambient Occlusion/ Roughness/ Metallic/ Height) map as separate maps. So what I ended up doing was going back to Substance Designer and manually exporting every map separately, and then imported them in Substance Painter and once again - set them up manually.
Substance Designer
Separately Exported Maps (Fix)
(Metal should always be ticked off when making a wood material for example, wood doesn't need a metallic map.)
In addition to that, I added some creaks and creases in the wood in order to make it a little bit more worn out, to suggest that it's been used a lot. I have this as a stretch goal, but I would like to come back to that asset in particular because I wanted to add some planks to it, which was suggested to me by my tutor and I quite liked the idea because I thought that it would give it a much better variation.
Once this was done, I focused on texturing some of the last assets that I had left in my scene because I thought that texturing them might be a little bit more complicated - those assets are the glass bottles and the maps scattered across the scene in Unreal.
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