The texture's default state. I'm especially proud of how the mud conforms to the tank. It's dynamic and will adjust to other models.
Mesh optimized and UVed in Modo.
Textured using Substance Designer.
Rendered using IRay in Substance Designer.
Tank presented in realtime 3D on Sketchfab.
The substance has exposed options that allow for differing levels of paint wear and mud splatter.
Mesh optimized and UVed in Modo.
Textured using Substance Designer.
Rendered using IRay in Substance Designer.
The substance also has built-in paint color options that can be customized.
Mesh optimized and UVed in Modo.
Textured using Substance Designer.
Rendered using IRay in Substance Designer.
The decals can be changed out with what almost amounts to drag and drop. Scaling and placement are handled dynamically.
Mesh optimized and UVed in Modo.
Textured using Substance Designer.
Rendered using IRay in Substance Designer.
UV layout and texture maps: Roughness, Base Color, Normal, Metallic (there is also an Emissive for the headlights).
UVed in Modo.
Textured using Substance Designer.
Wireframe and texture maps shown on model: Base Color, Roughness, Normal, Metallic (there is also an Emissive for the headlights).
UVed in Modo.
Textured using Substance Designer.
Screenshots of the graphs used to create this texture. Only the graph in the upper left is particular to each tank, the rest are shared so that there is as much consistency, with as little complication, as possible.
Made in Substance Designer.
The original model for the tank was nearly 50,000 tris when it was given to me. I reduced it to fewer than 3,000.
Mesh optimized in Modo.
I picked a tank that was as far from the first as possible to test the texture. The same substance works with minimal adjustment.
Mesh optimized and UVed in Modo.
Textured using Substance Designer.
Rendered using IRay in Substance Desi
I was tasked with first reducing the poly count of some existing cartoony tank models, and then creating a texture that could be applied to multiple models with minimal effort. This was a proof of concept test.
I used Modo to reduce the polygon count of each from around 50,000 to under 3,000 tris. I used Substance Designer to create a procedural texture that would conform to different meshes with just a few manual placement nodes to account for differences in UV layout.
I moved everything I could into separate, shared graphs, so changes are propagated across all models. Has exposed controls for paint damage, mud splatter, and paint color. This allows for rapid iteration and variants.
I had a blast making this (pun intended) and really deepened my knowledge of Substance Designer.