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…
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…
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…