For this exercise, I wanted to analyse some materials to help aid my decisions for texturing.
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| Cupboard door |
This cupboard door would have a lower roughness value and 0% metallic.
You can see the bounce light on there, additionally at the far end, you can see finger marks, which would have an even higher roughness value to show reflectivity.
The wood grain could be implemented by sculpting or a very low height brush in substance painter, then to add variation you could use a dirt brush on a lower opacity to build up the darker speck tones that are visible on the wood.
You can also see where the extruded surface comes out the presence of ambient occlusion, which could be either added through baking or with a post process volume in unreal (if modelled correctly: you have to have converging geometry for this to work, having a flat surface wouldn't get the AO with a post process volume to work.
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| https://www.pinterest.co.uk/pin/download-texture-concrete-texture-concrete-download-photo-beton-texture-background-downlo--176414510380306064/ |
This concrete texture has a variety of properties, the most notable is the indents from where it has dried, which would be achieved through normal maps, concrete overall is quite a noisy material, because on closer observation it has small bumps and ridges.
The texture could use grunge maps within substance designer to create these effects, especially on the darker parts of the texture.
To add variation, you could use another grunge map connected to a normal map node to give the sunken effect like it is seen on this texture.


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