I developed Textures in substance painter, both with a cybernetic and futureistic plating concept in mind. I wanted to build out a ship that both looked foreign and fantastical but also of a similar modern style. I also wanted to make sure this aircraft was Unity Ready and built textures for both 3DS Max Renders Below and Unity Renders Above.
Since this was my first time with using Substance Painter, I wanted to use mostly what they provided to build out the entire ship. I did add some custom fill layers for the greebling and hand drawn maps, but for the majority of the ship I tried to use what was provided for me to better understand the software and what I could achieve.
I used Substance Painter to Hand Paint on Greebling and other plating styles throughout the ship to give it more of a realistic look.
Most of the ship is very low Poly Count and because of this the majority of assets had to be added using height maps and color theory to give it the look of a part of the ship without adding any geometry.
By using substance painter, I better understood the software ability to bake assets, put together different layers with different height values, and utilizing the different materials provided.
I understood the asset development chain between 3DS Max, Unity, and Substance Painter to a much better degree.
I had built out a good understanding of what different maps are used for, their use cases, when they aren't needed, and how they can be optimized to texture pack.