2. Texturing

For the Texturing I used Substance Painter. Again I used Heroes of the Storm as a guide line and tried to pick colors that resemble Starcraft as well as Heroes of the storm. All the scratches were supposed to look cartoonish, that’s why I didn’t use generators but I painted them directly onto the model. The same is true for the dirt, to give everything a nice handmade look and feel. For the roughness I did not use physically correct values you can find on the internet, I used the trial and error approach to get to the final values. I just exported the textures a bunch of times with different values to marmoset and chose the best looking value.

As you can see in the Image below, I created a folder for every material on the asset. Every folder looks basically the same. I used different colors as a base for every material and blended them using the position bake inside Substance Painter. Next I created one layer for painting the dirt and one layer for painting the scratches. On top of all the material folders I used an MG Light Generator to get some nice shading information into the color map. At last I stamped on the logos and applied an AO on the Roughness, to get rid of some highlights that were showing up in marmoset where materials met.