COSY TIME - GIRL « ROBOT
Materials & Textures
mel
All files included in this download are for personal and educational purposes
only. Commercial application or use of these models, assets, or anything else is
strictly prohibited.
New. all renders are to include one of the new AAA overlays below
a CT ana Tcd LIGHTING
CHALLENGE CHALLENGE
For this scene | have tried to make the model part naming and the material names the same,
as well as the texture names - hopefully this will make it quicker/easier to get the models
textured.
So, for example, the model part gir_hair will have the material girlHair and all the textures
are in the folder called girlHair, and so on.
Hopefully the .fbx will have copied and included most of the textures in place, however any
material setup more than a simple diffuse tends to skip when exporting - so | have included
the manual setup as ususal :)GIRL
( this picture shows her with scratched glasses frames, she now has new, unscratched
glasses!)
Skin:
skin
Model part used: gir
Texture Folder: Girl, sub-folder: gir(Skin
Start with a PBR based shader and plug in the BaseColour, Roughness and Normal maps.
She has only a subtle amount of SSS (Sub Surface Scattering) on her ears.
The scattering map is black and white and is used to mark out the areas on the model which
have SSS and their amount. Depending on your node setup the black will denote the SSS andthe white blank or vice versa - two maps are provided Scattering and Scattering Invert - you
will just have to experiment to see which one works for you.
Plug in your chosen SSS map into the SSS amount of your shader and set the colour as you
wish - | used R:1000 6:.281 B:.178 (RGB) as the colour of the SSS
Eyelashes:
Model part used: gir_eyelashes
The girl's eyelashes do not have a texture map, apply @ simple black material and adjust the
roughness to about 5
Hair:
Model part used: girhair
Texture Folder: Girl, sub-folder: girlMair-
The hair material is extremely simple - just use a PBR shader and plug in the BaseColour,
Roughness and Normal maps.
Clothes:
Model parts used: girl_clothes. shirt, girtclothes_trousers, girl_clothes.slippers,
girl.clothes_glasses.
Texture folder: Girl, sub-folder: girlClothes
Use a PBR shader and plug in the BaseColour, Roughness and Normal maps. Use the
BaseColour as the SSS colour also. Use either the Scattering or the Scattering Invert map
for your SSS strength.
Glasses & Cornea
Model Part used: girl_clothes_glasses_lens, girl_eye.cornea
The lens of the glasses has no textures assigned to it, just a glass shader - however take
some thought as to the type of glass material you use. Have a fiddle with the IOR of the
shader - remember it can make the eyes behind it larger or smaller and some glass
materials actually block light from penetrating property.
The same or similar glass material will be applied to both corneas.
Eyes
Model parts used: giri_scelera_(ft, girLscelera_rght.
Texture folder: Girl, sub-folder girlEyeThe eye has two materials, girlEye for the scelera/Iris and pupil for the pupil.
Its very important for any eye that the pupil reflects no light at all, it has to be like a
blackhole, to do this make the pupil materal an Emission shader set to black
For the rest of the eye use a PBR shader and plug in the eye_BaseColour and Normal and
use the iris_mask map in Metallic. The purpose of this mask is to make the iris of the eye
Metallic while keeping the scelera non-metallic.
Adjust the Roughness to the desired amount for the Metallic iris, remember the shiny cornea
will add the overall gloss to the eyeball.
ROBOT
MetalModel parts used: robot.main
Texture folder: Robot
The robot is in many parts to allow him/his pose to be minutely adjusted, so you will have to
keep a very close eye on all his pieces.
However his materials are very simple: for the metal use a PBR shader and plug in the
BaseColour, Metallic, Roughness and Normal maps - done!
Glass
For the model piece robot_glass (this piece includes the eye lenses and the top light/use a
good glass shader.
Note:
/ was unable to put all the interior elements onto one texture map, so | have had to split them
up into different groups - hopefully not too confusing.
So there are Soft Furnishings, Interior Decor, meaning the bulk of the inside elements,
Flowers, Accessories Characters and Accessories House.
HOUSE
Inside & OutsideModel parts used: house_main.
Texture folder: House, sub-folder:House
Use a PBR shader and plug in the BaseColour, Roughness and Normal maps.
The house model has a separate back wall so you can remove or hide it as you
need to.
FLOWERS
Model parts used: house_flower
Texture folder House, sub-folder:-House Flower
Use a PBR Shader and plug in the BaseColour, Roughness and Normal maps. The Opacity
map is used to cut out the shape of the leaves and petals so plug it into the alpha of your
material. For the Translucency use the Translucent BaseColour map
Rather than create a separate map | used the grey and black Roughness map to define the
areas of Translucency.
ACCESSORIES - HOUSEPhotos & bricks
Model parts used: accessories house_block, accessories house_picture,
accessories house_curtainrod
Texture folder House, sub-folder:Accessories House
Use a PBR shader and plug in the BaseColour, Metallic, Roughness and Normal maps.
ACCESSORIES - CHARACTERS
Hot chocolate and books
Model parts used: accessoriesC_book, accessoriesC_cup, accessoriesC_chocoalate,
accessoriesC_froth.
Texture folder: House, sub-folder:Accessories Characters
Use a PBR shader and plug in the BaseColour, Roughness and Normal maps.
INTERIOR DECORCubicles, lamps and what not
Model parts used: interiorDecor_book, interiorDecor_lamp, interiorDecor_lamp_bulb
Texture folder House, sub-folder:Interior Decor
Start with @ PBR shader and plug in the BaseColour, Metallic, Roughness and Normal maps.
Add in Translucency use the BaseColour and Normal maps in it
Use the Translucent map to define the areas in the shader that are translucent (lamp
shades) On this white map the grey areas define the translucency.
SOFT FURNISHINGSCushions, curtains, girl's wrap and rug
Model parts used: soft_furnishings_curtain, soft furnishings.curtains, soft_furnishings_long
pillow, soft furnishings.pillow, soft furnishings_rug, soft furnishings_wrap
Texture folder House, sub-folder:Soft Furnishings
Start with @ PBR shader and plug in the BaseColour, Metallic, Roughness and Normal maps.
In the Translucency also use the BaseColour and Normal map.
Use the Translucent map to define the areas in the shader that are translucent (lamp
shades) On this white map the grey areas define the translucency.
BONUS: TOY TRAINPart of a Toy Pack | made, for your personal use only!
Model parts used: Toy Train
Texture folder: Bonus Train
Use a PBR shader and plug in the BaseColour, Metallic, Normal, Roughness and AO maps.
Enjoy!!!
2. Tea