Unit 69
For this unit I have to create one asset that is going to be a main feature of the game I am building for unit 18, it has to be below 8,000 trails, fully textured and have a high to low poly bake as well.
I decided to use substance pointer as my main Texturing tool and then use photoshop as a touch up / editing the textures when once exported. When by substance painter, I mainly used materials and smart materials for the base coats, then I used white and black masks to overlap and use a new material to add / remove the new material away from the old one. This worked brilliantly for the brass effect on the box and from scratch and line the details of the horn. I used the same process for the turntable, but this was a lot quicker as there was no defined detail that I needed to paint on compared to the main part of the gramophone. This is a time lapse video of how I painted the gramophone and how I used masks to use multiple textures. After I finished the painting of the model I needed to export the textures. After doing my research I knew there was an option for unreal engine and it would compress the AO, metallic and roughness into its own channels in the textures. So I selected that option and changed the format to target because it has an alpha channel. I then changed the common padding to dilation + transparent because I wanted to merge all the textures into one file as having 9 separate texture files for one model is not practical and can effect the performance so I decided to merge the 9 layers into one in photoshop. Once in photoshop I opened all the colour id maps and added them all into one image on their own layers. Because I selected for the background to be transparent, it has exported it as black which made it easy to select around the image and delete the background to revile all the layers underneath. I didn't need to edit any of the textures as I felt happy with how they looked. When I was painting the model I noticed that there was something wrong with the normal at the back of the model. I then waited till I could see what was happening when I photoshop and it looks like the normal map think it was raising out so I used the clone tool and removed the imperfections to make it all level. In the photos below you can see the before i edited the normals and after I did the same procedure I did with the caller id map with the remaining maps by placing each one into its own layer and removing either the background or overlaying them I wasn't happy with how the ambient occlusion map came out so I went back into substance painter and just exported an AO map and combined the 9 texture maps together in photoshop like I did with the other maps and got a better result. When it comes to connecting the texture maps in unreal engine I will just use the green and blue channel out of the compressed texture map and the so will use its own node.
After I have finished the gramophone texture maps I did the same process with the turntable by combining its texture maps into one. I then went into Maya and changed the gramohpnoe model so that it only had one lambert texture connected to it and same with the turntable. Then I applied the caller id map, normal map and AO map to the lambert and made sure the model has preview texture enable on it. I used this method to see if the textures sat correctly after being edited.
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After using Mudbox to add a slot to the gramophone and baking it within substance painter, I needed to add more detail to the rest of the model. I started off by going into Maya and duplicating my model and adding extra edge loops in the model to define edges that I want to keep sharp and crisp and added more edge loops around the areas I wanted smooth curve. I used the smooth preview button to see if the edge was staying as sharp as I wanted and find area that needed extra edge loops. After this I smoothed the model with a subdivision of 1. I then went into substance painter and baked each of the areas that I did not bake before As you can see from the images above, there is slight differences, the book as made the wood that is curved more smooth and it has defined the edges and make them more crisp and sharp. I did this process for all of the gramophone except for the horn. For the horn as I wanted it to stay as it was designed in the low poly, I decided to add the final details in substance painter. Using an alpha brush and increasing the height I drew the lines on top of the model using the shift key to keep them straight. for the inside I used the height option but in the minors as I wanted to give the effect of it is indented and popped up on the other side. Using substance pointer for this drew the lines I made straight onto the normal maps without having to take it back into the substance or Maya to added extra detail or to sculpt on resulting in a quick process for this. Few screen grabs of the finished process of the high to low poly bake using, mudbox, maya and substance painter. for the turntable I used the same process of making a high poly version of it in Maya so I could keep the edges I wanted crisp while making the disk look smoother than the low poly version. Then I baked the low poly model with the high poly model using substance painter. I needed to make my own alpha brush to make the bumps on the disk so I took a snapshot of the turn table us and opened them in photoshop. I used these as a size guidelines when making my first circle with the shape tools. I made sure to have my background black and the circles white as when using the height map it will read white as height and black as low. I made multiple circles, having different sizes in between the circles as shown below: After I made the alpha brush I imported it into substance painter and applied it as a stencil and increased the height map of my brush and stenciled the circles on top of the disk as shown below:
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