Generators are substances that generate a mask or a material based on the mesh topology using the additional maps setup in the TextureSet Settings. Each generator has a set of parameters allowing you to fine-tune the resulting mask. Based on baked map information, they generate masks that can then be used to blend together materials and other effects.
I have added a generator layer to the different texture to experiment with the look of the model. I have used one of the preset “dripping rust” and placed it on top of the paint mask layers.
Although for the blanket texture it was a bit overwhelming so I did not use it.
As it was before
Baking the textures
After finalising the textures I have baked them before exporting them. Baking is the process of saving information from a 3D mesh, to a texture file (bitmap).
To create the blanket model and the pillows models I have used the cloth simulation in Maya. When I exported the model as an fbx to texture it in substance painter the blanket mesh was exported both withe the simulations applied and as simple planes. When I worked in substance I was able to hide it since it appeared as an independent texture set in the texture set list. Although, when I baked the texture the ambient occlusion appeared like this:
After I realised that what was casting the shadows on the blanket and the pillows was the plane that I had previously hidden.
By turning the ambient occlusion setting lower for the blanket and the pillows in the baking setting, I was able to solve the issue.
After I baked the textures I exported the different texture files following the guidelines in these two videos:
I have used the Arnorld output templates since I would have to import them in maya afterwards.
In order to apply the textures to the material using the right settings I have followed the guidelines provided by this table.
After I have imported all the texture files I have set the scene to use to give the bed model some context: I have created a wall and a floor following the painting room set up as well as creating a window from where the light comes in adding some green brush strokes on the glass. I have created a skydive to light the scene as well.