From the course: Unreal: Substance Designer Workflow

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Baking curvature

Baking curvature

From the course: Unreal: Substance Designer Workflow

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Baking curvature

- [Instructor] Now we're going to take a look at baking out a curvature map. I'm going to go over to resources here. You can see our ambient occlusion map that we baked previously is still there. I'm going to open up our model just so we can see it. A curvature map is one that I use a lot. It's a sort of a common map to be baked in substance, and this basically allows us to know where we have concave and convex edges to be able to do things, specifically like edge-wear, where we actually have parameters, and the material are blending between different materials, or things happening where we have these transition states around the edges of objects. In the real world that happens everywhere. It's a great way to be able to influence the proceduralism with this mesh specific information. We're going to right click on ALTAR 01, say bake model information. We'll get our baking window open again. You can see everything is set up from the previous one. It saves all that information in our…

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