Week ten - Fixing uvs and creating wood textures
- bs266757
- Apr 7, 2022
- 2 min read
I started off this week by finishing up fixing my uvs so the brick texture lines up on each asset. After doing this I felt like I could properly assess my brick texture and I'm really happy with it, it came out a little more saturated than I wanted but I actually really like the look of it.

Since I'm prioritising finishing the exterior completely before moving onto anything else i started creating a wood texture. I started following this very long in depth video on how to make a wooden plank texture. I followed it but also made it unique by changing some of the nodes i was using and adjusting mine different than theirs when it made sense to. This texture started with me creating a graph for the base wood texture.

I then made another graph for the plank pattern and the holes and screws.

Then I made a graph which would be used to link them all together and where all my final outputs would be presented.

I then made a another graph which would have the wooden knots pattern and attached that to my main graph. After finishing my very long final graph I had all the outputs I needed to import into unreal.

I then imported the textures into unreal and created the material for my wood planks, the wood texture I created was originally gonna be used for my wooden assets on the exterior but I didn't like how they looked as planks as originally I was trying to find just a plain wooden tutorial but got distracted with the planks one as I found it very informative. I then decided not to waste the texture and used it as the wooden floors inside the shop. I may scale back the saturation of the colour in the future just cause I think it pops a bit too much. Since the tutorial for these wooden planks was a 12 part series I think I learnt alot about substance designer and had a nice amount of time to practice and try out alot of different things and I feel much more capable in the program now.

I removed the plank texture from the exterior and momentarily focused on the windows. I was having some trouble with the transparent texture as when I was importing it into unreal and creating the material, when I applied it it would just make my asset invisible, but after some assistance I realised I had to change a setting for it to work as intended. I need to go back and adjust the glass texture on substance painter slightly as I think I added too much dirt to the windows and it ruins the transparent effect I think so I want to draw that back slightly.

I then decided to do my actual wood texture that I wanted to use which I followed another tutorial for however with my knowledge from the practice and the other tutorial I felt much more comfortable free styling some of the sections and it took me alot less time. I created the necessary outputs ready to export and put into unreal.

I created the material and started fixing the uvs, mainly rotating any that I think should've had the grain going a different direction.






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