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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Before I can start to texture my gramophone model I need to look into what type of maps I need to create for my model that will be the most effective in unreal engine, also how each map works. There are many different types of maps out there, but only a limited few work with unreal engine, this narrowed my research down and just researched the maps that are compatible with unreal engine. Colour maps There are many different types of colour maps, but the most common is the diffuse map. These maps are usually only base colours, the colour maps can be combined with other texture maps to add more details. Bump maps Bump map is a grey-scale image that acts as a fake height map. it gives the illusion of raising or lower details on the map. black to 50% grey will appear as lower detail on the model and white to 49% grey will appear as raised geometry. Displacement maps Displacement maps are like bump maps by using a grey-scale image, unlike bump maps that give the illusion the geometry has been changed, displacement maps actually change the geometry of the mesh. Displacement maps are usually booked out of the high poly model which then can be a applied to the low poly model and transfers the extra geometry in a texture map. normal maps Normal maps are a little like bump and displacement maps where they give the illusion of extra geometry. Normal maps are different because it is an image of which way your geometry normals are facing. This is ideal with video games because of real time rendering and takes advantage of lighting angles and how it affects the model. Normal maps are produced the same was as displacement maps being baked from a high poly mesh. Specular maps Specular maps tell the engine which parts of the model to make shiny or glossy, mainly used in metal, plastic and ceramic materials. Both can be used only character models to give the appearance on the face where it is more greasy/shiny Roughness maps roughness maps are mainly used in a physically based rendering (PBR) materials or shaders and create information about how rough or smooth the surface should be. Metallic maps metalic maps the same as roughness maps are used in the PBR pipe line and gives the option of metallic or non metallic surface. ambient occlusion maps ambient occlusion maps are baked of the high poly model and is based off an ambient light to simulate global illumination and the ambient occlusion simulation of the shadowing caused by objects blocking the ambient light. The map creates a soft shadowing effect. Using substance painter textures in unreal engine 4 Since substance painter compresses the metallic, roughness and ambient occlusion map I have to set up the textures correctly in unreal engine. It combined each map to its own channel on the RGB scale. using the support documentation of the substance painter website, it shows which map goes into each channel. Red channel = AO map green channel = roughness map blue channel = metallic map References
http://blog.digitaltutors.com/understanding-difference-texture-maps/ https://www.lifewire.com/texture-mapping-1956 https://www.reallusion.com/iclone/Help/iClone3/15_Multiple_Channel_Texture_Mapping/Types_of_maps.htm https://support.allegorithmic.com/documentation/display/SPDOC/Unreal+Engine+4 After researching the different texture maps I have decided I will only need a diffuse map, normal map, roughness, metallic map and an ambient occlusion map for my gramophone model |
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