Faces are mapped into symmetrical squares or aspect ratio correct rectangles and sewn together automatically. A great way to speed up UV mapping and quickly gridify tricky shapes. Gridifying makes it easier to apply textures in Photoshop.
Texel Density is how the UV space to meters per square. Used for make UVs more uniform and consistent across the entire model or multiple models. The formula for calculating texel density is Texel Density = Texture Resolution / Model Size. The Layout mode will sort out the texel density.
This is the texture for my barrel. First I found two similar textures for the bottom, top and the side. Then by saving the texture and adding the textures in Maya the UVs wrap around the model with the applied texture.
PBR stands for Physically Based Render.
An Albedo Map is colour information, not including shadow or highlights. A Metalness Map is a scale of metal and non-metal- black is metal, white is non-metal. Roughness Maps are to add variation to break up surface of a model. Black is completely reflective and white is completely matte. Start with 20% Higher value of roughness means the object is no longer shiny. Detailed roughness maps have lots of variants of grey, not just black and white.
Substance Painter is crucial in game development for several reasons.
Realism and Detail: It enables artists to create highly detailed and realistic textures, enhancing the visual quality of game assets.
Flexibility: Supports a wide range of software.
Manual Control: you can directly paint on masks using brushes, giving control over which areas are effected by a certain texture.
Adding several masks can help add layers of texture to make an object more realistic even by using a slight opacity to form faint detail, like mud, grunge, and rust to add environmental narrative to a model.
The first step is to make a set of fill layers under a texture layer, this example using the wood of a barrel. By adding a black mask and adding a texture on top, the black becomes transparent and the white is visible. By Alt clicking on the colour map, it removes all the other maps like roughness, removing any effects on the texture they would have.
Making a layer and Alt clicking on colour will isolate colour as the only part of the texture, so by making the colour a bright yellow and adding a caution sign, I can put it below the other layers to make it affected by the other textures.
Procedural texturing is a texture created with a mathematical description. It helps to create more randomness.
Opposite to a node based system is a layer based system.
Benefits:
Efficiency: By using algorithms to generate textures, significantly reducing the amount of storage space needed fopr assets.
Disadvantages:
Complexity: Techniques are required and higher expertise demand.
Control: Challenging to achieve very specific outcomes.
Modular designs found in many different areas and is the creation and reuse of smaller elements to build larger forms. Modularity can be applied to any aspect of games design. Mostly related to level design, assets can be re-used to save time. Stick to multiples of 100 50 or 10 to optimize snapping