I started by preparing the base model in Blender, then used the GrabDoc addon to extract both the Color ID and Height Map. These maps were imported into Substance Designer, where the Color ID allowed me to use the Color to Mask node to isolate specific regions. This made it possible to assign different base colors, while also masking roughness and metallic details for greater material variety.
To refine the surface definition, I connected the Height Map to a Slope Blur Grayscale node, softening the edges slightly and adding a more natural look.
Finally, I moved into Marmoset Toolbag, where I set up a presentation render using HDRI lighting to highlight the material’s details and overall structure.
This is a continuation of my SCI-FI Capsule Material series.
https://www.artstation.com/artwork/XJ1PWD