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Each asset contains product images from different angles and a detailed description of its characteristics. We carefully monitor the quality of each file, but if you find a critical error, be sure to let us know about it and we will try to fix it as soon as possible. You can get acquainted with the quality of our work by downloading for free numerous samples files.
This is a standard texture color map with shadows on it from Ambient Occlusion, if your software does not support PBR or you create products for mobile devices or the web, then use this map instead of Basecolor and Ambient Occlusion. Cavities are created in black, and the force of depression is regulated by brightness.
It has another name - Albedo. The Basecolor texture is very similar to Diffuse, but all shadows and highlights have been removed from it, this allows you to use PBR in the rendering. Use this map as the basis for all your shaders.
Thanks to this map, shadows appear on the textures and it becomes voluminous! You can reduce the brightness of the texture to get sharper details and shadows, use it on top of the Basecolor map. Do not use it for Diffuse map, as she already contain all the shadows from her.
It has another name - Bump. Using this map, cracks and chips are applied to the texture, all the small details that give it a realistic look. Remember, there are two versions of this map under OpenGL and DirectX, they are opposite to each other. We use the DirectX map format, if you use a render under OpenGL, invert it in your software.
It has another name - Displacement. This grayscale depth map conveys the height of the surface. There are two common ways to use this card: Parallax and Tessellation. Parallax simulates an approximation by shifting the image, and Tessellation increases the number of polygons in the model. When using Tessellation, do not forget that this property does not work on low-poly models and requires high performance devices.
A texture that shows the reflectivity of the material. This map is used for Specular / Glossiness workflow and shows the reflection of light falling on it. Specular Map contains pixels in black and white colors. The lighter the pixel, the greater the ability of the material to reflect light and the brighter the light glare on it. Accordingly, the darker the pixel, the more matte the material becomes and loses its ability to reflect light.
This map is used during the Specular / Glossiness workflow and helps the Specular map to set glossy surface properties. If Specular sets the places of light reflection on the texture, then the Glossiness map shows the degree of reflection.
This map is used for the Metallic / Roughness workflow and shows areas of material of metallic origin. The card is set in black and white, the lighter the pixel, the more it has the properties of a material that causes electric current, and the darker, the more it looks like a dielectric.
This texture is used in the Metallic / Roughness workflow and helps the Metallic map determine the degree of surface roughness. The darker the color on the texture, the more rough its surface and has less reflection of light, and the brighter it is, the more glossy it is.
Using this map for small cracks and holes of occluded light on objects. Cavities are created in black, and the force of depression is regulated by brightness.
This map indicates the glow on the objects. Any color other than black will glow on the texture. The brightness of the glow is adjusted by brightness, and the color sets the color of the glow.
It has another name - Transparency. Thanks to this map, we can set the transparency of objects. Thus, using the texture, you can apply decals or transfer holes inside the material. White color sets the visible area, and black - transparency.
This texture determines the thickness and density of the material. The black values show the thick parts of the object, and the white values are thin, the density coefficient determines the scattering of light. The color of the map shows the color of the light passing through the object.
Substance at present is a new industry standard that allows the use of procedural generation when creating texture maps. Using SBSAR files you can always customize materials to your requirements and export high-resolution textures without loss of quality.
Substance files are supported by many software by default, but for some products you need to download and install free plugins. On the links below you can find plugins for the most popular game engines and 3d editors.
You can use blueprints to create 3D models by positioning them in your 3d software so that it is convenient to outline the contours of your future model. If you need high quality drawings, then use vector source files for this, which you can export in any resolution.
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