After following along with the videos, I messed with some of the setting for the map (mostly in the base color area, though I did take the grunge and add it to the roughness as well so it would look like actual dents and pits) to make my own version of the helmet.
Here's the finished results:
Detail shots to show the roughness masking for the metal wear and the dirt. |
Looking at the graph that I made...
This is the full graph. Most of them are merely blend nodes with both the helmet and the back piece to generate an output map. The areas that are a little bit different are...
Pictured here, the base color and roughness maps. Here, I used the Mask ID node and the metal edge wear node to mess with the color and the roughness, making different areas of the helmet different colors and masking the edge wear so that it is matte instead of specular, like the metal of the helmet. I did the same for the brown dirt and grime I put on the helmet as well.
(Also, there's something about making graphs in Substance Designer that makes me want to post this awful meme:
(Also, there's something about making graphs in Substance Designer that makes me want to post this awful meme:
Enjoy! (: )