After I completed my character I made some accessories for him, following the brief of being an unbroken explorer I made a touch and go-pro style camera. So I found some reference material and used this for guidance. I made these inside of Maya using basic geometric shapes and extruding, beveling and scaling into shape. Once I got the basic outline I made UVs and lightmaps for each asset. Then I took each asset into substance painter and baked each one so it had a normal and ambient occlusion maps. The normal map so I can do a high to low poly bake by combining it with the height map inside of substance when I used brushes with height enabled e.g. buttons and grip and the AO map create soft shadowing around the edges when a light shines on them. For the touch I created a massive light map so when the camera sees the texture it has a slight glow where the bulb should be. I should be able to connect this emissive light to a lighting function in unreal and give it the illusion that the batteries are going flat and flashes when its about to run out till the user finds and replaces the batteries. After I tried the textures out in maya and unreal I then added them with my character in unreal and did a quick look dev on them. After I did this I realised my models looked a bit flat and that it need a specular map for certain parts to add a little shine.
It doesnt look like there is much difference between the two but when the light catches the models it gets a slight shine on them.
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2/7/2024 05:25:00 am
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