
For metal elements, the colour will be plugged in as specular reflection as metals in reality are all specular reflection. For non-metal elements, the colour will be plugged in as diffuse reflection.

For more details on the setup, check out this doc here:Įxtracting a 32bit Displacement Map from ZBrush In Maya 2022, I have a skull model that has topology and UVs and I’ve applied a 32bit displacement map extracted from ZBrush.

Although we’ll be using Substance, Maya/Arnold, you should be able to follow along in any PBR supported application that uses the Metal/Roughness shader model.įor more information on PBR-based shading and rendering, make sure to check out the Substance docs here and Physcially Based Shading at Disney:īefore we begin, let me give you a breakdown of what I have so far. For this walkthrough, we’ll be prepping our texture maps in Substance Painter and then setting up our shader in Maya/Arnold using the Metal/Roughness shader model.
