This blog post was part of an old breakdown I made a few years ago, I'm reposing it on my website now! You can check the 3D model here.
In this article I'll talk about my texturing process for this project. I started by gathering visual references for the style I would be aiming for:

I decided to go with a flat color look, like in Clash Royale but with a bit more surface details variations and realistic reflections to get the plastic toy feeling. Since the diorama is in a dungeon and the lighting will be very dim, I need to have a bit of reflections in the scene to feel the volumes.
I wanted to use only one texture for this model, so I decided to unwrap all the UVs into one map only:

I know it seems a bit... NOT OPTIMIZED. In hindsight maybe I could've stacked a couple of items on top of each other. It made sense for the process I was going to follow later though.
It's a bit difficult to have a single high-resolution map without using a large texture but since I choose to model all my details direclty and not use a normal map, it'll still look sharp. I don't need to have a huge resolution for the base color either. In the UVs, I scaled down the parts that were less important: the walls on the back of the diorama and under the floors, since it'll be mapped on a flat color. For this project I will use a 2048x2048 texture size for the environment.
Now that the UVs are done I'm creating a few masks to use for texturing in Substance Painter. These won't be exported into Unity.

I made these maps in 3Ds Max: I applied flat colored materials to duplicates of my mesh and rendered the colors on a texture map.
• ID Map will be used to separate the different material zones.
• Floor Mask to apply a pattern on the floor slabs only.
• Wall Mask to apply a pattern on the walls only.
• Hue Variations to set color variations at the end of the texturing process.
Now that all the masks have been created I can start working on the textures. I like using Substance Painter for stylized projects because it allows you to get fast result and you can achieve an almost hand painted looks (I also have an old license I purchased in 2015 and kept updated... when subscriptions didn't exist for it).
The first thing I do in Substance Painter, after importing the texture masks and mesh, is to bake the different maps available: normal, world space normal, ambien occlusion, curvature and position. Since I don't have a high poly mesh I checked the "Use Low Poly Mesh as High Poly Mesh" option. Even if I won't use them on the final model, I need to bake those maps to get the weathered effects materials to work.
Usually I don't need a specific cage to bake maps in Susbtance, even more when I'm using the same mesh as High Poly Mesh.
Disclaimer: I'm not going to explain how to use Substance Painter in this blog, just describe my process.
To begin the texturing process, I apply a flat color, and a second one, lighter but with a Generator. I choose the Metal Edge Wear to get a nice weathered effect and also some visual noise on the top part of the slab.
For the gold part, I did the same process, but instead of having a realistic reflection on the metal I just pushed the roughness slider a bit to the right side, so the reflecthions looks more like a shiny plastic, and less like real metal, to make it feel more like a toy with a metallic paint.
I repeated the same for all the different parts of the diorama until I got this nice base:
Now the model is just missing a bit of color variations, and small adjustments since the rendering in Substance is very different from the scene in Unity.
To create variations I made 2 textures using Substance Designer but you can use any software or download grunge/pattern textures, it doesn't have to be very fancy since it's just used to add more surface details in the base color.
I used these masks to add small hue and brightness variations on the floor and walls. For the global model color adjustment I used the "hue variations" mask I previously made in 3dsMax to add hue and brightness variations to the texture. I usually do a lot of back & forth between Substance and Unity since the Substance viewport and Unity game view doesn't look the same at all.
I am not going to talk about the textures export in this post since it's linked to the shader I am going to build in Unity.
That's it for the texturing. The next part will be about shaders!
Bye-bye 👋🐁




