Friday, 9 March 2018

Rewind Brief: Update 6

I have begun creating textures in Substance Painter. Some techniques I have utilised are painting light effects directly onto the models surface to emulate optical phenomena. See below how I have painted red lighting onto the texture of this wall light model to emphasize the effect of a strong red glow. This saves me time later on so I don't have to tweak light settings in Unreal Engine to get the look I want for the asset:
Above: The texture for the lit wall light simulates a red glow. 
Below: The texture map created in Substance Painter.


Because this is a VR project I have tried to avoid using surface transfer techniques where possible. Some geometry is deceptively low poly as you can see below. I was able to convincingly create a detailed hangar door using substance painter. I particularly like the result of this model and I started to feel I was getting the hang of using Substance Painter effectively here:

Above: You can see how I was able to turn this low poly door into something with a lot more detail by using Substance Painter.
 
Here is a model of the ramp with textures created in Substance Painter. I had a lot of fun experimenting with different patterns on this model until I finally decided on the yellow and black caution strips across the edges of the ramp. Substance has proved to be an incredibly valuable tool for creating detailed textures quickly. I really like the instant feedback I was able to get when creating this:

Above: The low poly ramp model with the texture applied in Substance Painter.
Below: The diffuse texture map.

So far Substance Painter has allowed me to generate quality textures quickly. I am aiming to have the scene completely textured by the start of next week. This will give me that week to complete the scene in Unreal Engine.

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