My Meet Mat 2 - RECAP & Tips

I really appreciate the support from the community and I'm very happy that many of you like my work. Some people ask me how I textured this project, mostly the device and the broken leg, so I decided to make a short recap of my process with some tips.
Hope this can help somebody, especially who are new to Substance Painter . Because the technique is not too special, if anyone know a better solution, please advise me.
As for a full tutorial, I have plan to make one, but not too soon because it take some time.
Thanks again for your attentions.
And the link to my MAT here: https://www.artstation.com/artwork/JlY8k0

Short recap

Short recap

In this contest, I have an additional challenge to myself, that I don't use anything outside standard Substance Painter shelf but 1 color profile. I remove all of my custom shelf to make sure I don't accidentally use something outside.

In this contest, I have an additional challenge to myself, that I don't use anything outside standard Substance Painter shelf but 1 color profile. I remove all of my custom shelf to make sure I don't accidentally use something outside.

In this project, I have 1 group for the base materials of each part, then 3 groups to improve general surface and add details (weathering, damaged...)

In this project, I have 1 group for the base materials of each part, then 3 groups to improve general surface and add details (weathering, damaged...)

For example, the group to texturing the device is independent to the coat.

For example, the group to texturing the device is independent to the coat.

(1) 1st layer controls the base heigh. 
(2) Make sure that the blending mode of the layer and the group containing it is "Normal".
(3) 1 paint layer is enough to define the shape of the device's bounder.
(4) Blur a bit.
(5) Nail the mask to use later.

(1) 1st layer controls the base heigh.
(2) Make sure that the blending mode of the layer and the group containing it is "Normal".
(3) 1 paint layer is enough to define the shape of the device's bounder.
(4) Blur a bit.
(5) Nail the mask to use later.

(1) 2nd layer controls other channel of the device
(2)(3) Some extra details
(4) The layermask is tweaked from the 1st layer. The purpose is to cover the height aliasing as much as possible.

(1) 2nd layer controls other channel of the device
(2)(3) Some extra details
(4) The layermask is tweaked from the 1st layer. The purpose is to cover the height aliasing as much as possible.

Some steps to add details for the device:
(1)(2)(3) polish the main shape
(4) add a bit details
(5) Use the nailed anchor point.

Some steps to add details for the device:
(1)(2)(3) polish the main shape
(4) add a bit details
(5) Use the nailed anchor point.

Add the concave details

Add the concave details

Add function details.
*The button height should set to "Normal"

Add function details.
*The button height should set to "Normal"

The screen, no special technique, just some emissive layers

The screen, no special technique, just some emissive layers

The leg is mostly similar to the device. Just a small tip for the hole: In (5)(6) I made the layer mask of the Opacity a bit smaller than the height's layermask.

* "Broken LEG Null" is the anchor point of the height's layermask.

The leg is mostly similar to the device. Just a small tip for the hole: In (5)(6) I made the layer mask of the Opacity a bit smaller than the height's layermask.

* "Broken LEG Null" is the anchor point of the height's layermask.

Last but not least. To make sure the details (weathering, scratch, dirt...) fit with your displacement details, you should use micro details.

The technique was described very detailed in this video:
https://www.youtube.com/watch?v=K4wG7dJ-oeI

Last but not least. To make sure the details (weathering, scratch, dirt...) fit with your displacement details, you should use micro details.

The technique was described very detailed in this video:
https://www.youtube.com/watch?v=K4wG7dJ-oeI