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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 and the 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 girlEye The 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 Metal Model 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 & Outside Model 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 - HOUSE Photos & 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 DECOR Cubicles, 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 FURNISHINGS Cushions, 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 TRAIN Part 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

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