How to make the dirt patches not appear lighter under certain lightings/angles?

Noob question. I want to add dirt/grime to the surface of my 5-yen coin. The dirt has its own layer and separate color/roughness/height values (color is dark brown, roughness is set to 1, height at 0.01). Pic #1 is how dark the dirt patches are and how I'd like them to be when rendered, even at different angles. However, when rendering with Arnold in Maya, that same dirt looks weird at certain angles.

Pic #2 is the model rendered in Arnold. As you can see, the dirt marks on the left half of the coin do not have at all the dark color I would like them to have at all angles. Same pic #3 which is rendered with Substance's built-in renderer. What am I missing here? Thanks in advance

u/Gotthoms — 20 days ago

1 Yen coin - First try at Substance Painter. Feedback welcome!

Base mesh made with Maya, details sculpted in ZBrush, textures made with Substance Painter, rendering done with Arnold.

Feedback welcome!

u/Gotthoms — 1 month ago

How to align mask with displaced details on surface

Beginner here - I am currently texturing a 1-yen coin, and I've been stuck at this step :

I want to mask the extruded details (the text and tree branches, etc.) on the surface of the coin in order to give them different specular rougnness, etc. from the rest of the surface. I am currently using the low-poly model of the coin in Substance, and a displacement map generated in ZBrush is used to make the details appear on render.

I tried using a compare mask after plugging the displacement map in the height channel, which is what I want but because the displacement map has a bunch of weird deformities, which do not show up on render in Arnold (pic 1 is what the displaced details look like in Arnold, pic 3 is what they look like in Substance viewport using the compare mask)

I also tried masking the details by hand but as you can see in slide 1 it'll never be perfectly aligned with the displaced details so it's definitely not a viable method.

Pic 2 is reference

What are my other options? Thank you in advance.

u/Gotthoms — 1 month ago
▲ 3 r/ZBrush

Advice on getting clean edges on details of coin model

I am trying to find the best way to get clean details on my 5 Yen coin model. The model will be used for close-up renders and therefore needs to be hi-poly

Here is my workflow:

1>

  1. Project custom detail alpha of on surface of dynameshed coin model

2>

  1. Deformation > Inflate to extrude the details

3>

  1. Use Polish function of Dynamesh to remove as many unwanted irregularities in the details as possible

4>

  1. Project details onto low-poly model

I will then create a displacement map of the details and render using Arnold in Maya

This method kinda works if you look at the model from afar, but eventually I would like to make close-up shots so the flaws in the details will definitely be visible.

Does anybody have advice/recommendations on my workflow? I feel like it is a mesh density issue. My dynameshed model is at around 5mil polygons, same for my subdivided model I project the details to.

Also I'm using ZBrush 2021 so I do not have access to the Bas-relief tools.

u/Gotthoms — 2 months ago