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Created my substance designer Wood

Processing the substance designer workflow and implementing ideas into Reality


When I first started this project. My Primary objective is to create a tileable realistic wood texture while learning the workflow of Substance Designer. As the initial phases passed, I learned few techniques in Autodesk Maya, that would help me decrease my modeling production time under the guidance of my instructor martin murphy. The techniques he provided were very helpful in many aspects. And as I looked up tutorials and information provided. I realized that there were some steps that could be removed yet giving us the same required result.


Process: Modeling


References:




Blockout Modeling:




1st Pass Modeling:



Getting the nice curve shape

2nd Pass:



Getting some details into the model.

3rd Pass

Placing up detailed block out
4th Pass:



The details are placed in and time to add the back






Final Modeling:



The final model, with Material ID


Substance designer:






I saved the eight and normal maps . Using Atmospheric Noise, mixed with Directional Noise 2 and Perlin Noise. Mixed first node with  Transformation 2D.
The Final Product of the Graph Above:
 Normal  for wood texture ( tileable 2048 x2048)


 Height Texture ( 2048x2048) Tileable










Unreal Engine 4:


Cherry wood:
Dark Wood
Dark Glass Material:




Gold Strings Material



Final Look:



Close Up on wood material:






Close up on glass:

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