Yeah its PBR Metallic Roughness. The yellow and orange comes from having the Metallic channel have a white input. A white input will mean all reflected light (which would be white) is reflected at the same colour as the material. So the orange and yellow comes from the material. In the 3D view you can press "L" which…
To create the tarnished areas I layered different grunge maps in the albedo/base color. For the most prevalent areas I used a leaks node. For this node you need to plug in a position, ambient occlusion and curvature map. For the ambient occlusion I created an ambient occlusion generator node which uses the height…
@walklikethis : Sure :D . First , I started with two shape node with one node slightly have bigger size than the other . Then I create normal from these two and combine normal . For the welding mask , I take the shape node I just created ( the bigger one ) and use it with bevel node , then blend it with itself as a mask…
@walklikethis Sorry, don't know what went through my head yesterday, I can't cope with good looking screenshots anyways. Here's a new screen and a little video showing what I've been trying to achieve with the normal/roughness. Tried to make it look more irregular. Cheers ! Yours looks awesome, I really like the details…
Hey everyone. Recently I've been trying to up my game on substance designer, like many of you. After working with someone else proved most helpful, I decided what better way to expand on that than create one of the many loved challenge threads. How it works * Each week I will be posting a new texture for us to make. * You…
It's a bit scary to click on this and find raws of code.in case someone didn't get it you can right click > save as, and keep the extension as ".sbs" Jerc and walklikethis: awesome stuff