I knew for the scene that I wanted to create both a brick and
concrete material for the walls and floor. To start with I thought it would be
best to start with the concrete floor. This is because I have not used
Substance Designer in a while and so wanted to start with the easier of the 2
materials to improve my knowledge of the software before trying to tackle the
brick material.
Concrete
To start the process I started
gathering a variety of references including concrete and potential damage that
could be included in the design. After collecting a suitable number of images
to go from I started work on the material in Substance Designer.
I also used a part of the floor in my
bedroom as a good example to follow as it has some nice damaged areas and has
some interesting textures.
Creation
To start in substance painter I had to watch a quick video to
remind myself of the program and started with the creation of the concrete
material. To start with I focused on the larger details such as the water marks and damp, and the flow of the concrete . I then moved onto the texture such as grains and
finally the damage areas like scratches. The last thing was to colour grade
from reference and tweak to lessen the number colours.
Brick
The first thing to do was to gather plenty of references and
decide on the type of brick that I would like and would be suitable for the
scene.
Creation
I had learnt a lot in the creation of the concrete but I
wanted to learn some more about the process itself when creating materials in
Substance so I did some research looking into the Algorithmic documentation for
the program. This is because I know the bricks are going to be more difficult
and as they are going to take up so much of the space in the scene I wanted to
make sure they were done to a good standard.
A new technique that I had learnt was the ability to view
height maps in the viewer so you can work in a way that’s more like sculpting
as you can get a better understanding and realistic view of the material that
you’re creating. Knowing this I started working on blocking out the pattern for
the bricks.
Through the workflow of making large
to small details and shapes I finished the modelling phase of the material.
This was quite difficult and took a lot of time to make as I was learning a lot
of new techniques within the software. From the grayscale height map I had
created I made the rest of the maps including; Albedo, Normal, A/O, roughness
and metallic maps.
Once I had the maps finished and I was happy this the
material I took it into some other programs to see how it looked. I created a
material sheet for each program as It would allow me to see how it looks in
each of the software packages.
Once I had the material ready in UE4
I learnt about Parallax occlusion, the ability to use height maps to give more
depth to the material. I think that using parallax for this material works
really well as it makes the bricks pop a lot more.
Dirt
Now that I had a decent number of assets made and the room
has started to fill, I decided to make one last material to vertex paint onto
the floor. As this scene is meant to be very dusty and dirty I thought that
this would be a good idea.
Process
To do this I went into substance designer and created a very
simple dirt material. This will not be very visible in the scene as it will be
in the darker areas but it is more useful for making a contrast in the
roughness of the concrete on the floor.
Once this material was finished I took it into UE4 and
created the vertex paint material in combination with the concrete floor. Once
the material was set up I had to remake the floor as a plane with more
geometry as else I wouldn’t be able to paint. To compromise I used a 10 x 10
grid for the floor. Then all that was left was to paint directly onto the
concrete in area where there would be a lot of dirt build up.