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"Lamp Material" Sculpting like ZBrush but with 2D images in Designer

"Lamp Material" - For this material I wanted to challenge myself a bit more and not only create textures for a model but also model using textures. So I created a simple base mesh in Blender with a half sphere, one whole sphere, two cylinders and a plane. The most basic I could make it. I then UV unwrapped it to separate islands so I could easily modify it in Designer.

After importing it to Substance Designer I started with the shape of the foot. For this I used a curve node that defined the height and shape of the foot. For the extrusions and bumps I used shapes together with 2D transforms and tiling. I moved on to the shape of the light bulb which I modeled the same way with a curve. For the floral design on the foot I drew B&W alphas in Photoshop which I moved over to Designer and moved in place on the UVs. I did the same for the opacity mask for the bulb wire on the plane inside the sphere.

The rest was pretty basic texturing for albedo, metallic, roughness and normal. Really fun exercise, but didn't feel that intuitive haha.

Before/After textures from Designer.

Final mesh in Blender which I exported to Substance Designer.

Final mesh in Blender which I exported to Substance Designer.

Mesh before any textures.

Mesh before any textures.

Mesh after textures from Designer.

Mesh after textures from Designer.

Texture maps. Seen from left to right; Albedo, Emissive, Height, Metallic, Normal, Opacity, Roughness and AO.

Texture maps. Seen from left to right; Albedo, Emissive, Height, Metallic, Normal, Opacity, Roughness and AO.

Reference of real lamp in my room.

Reference of real lamp in my room.

Shaping the lamp with curves and shapes in Designer.

Shaping the lamp with curves and shapes in Designer.

Alphas I drew in Photoshop for use in Designer.

Alphas I drew in Photoshop for use in Designer.