Monday, February 17, 2020

FMP: Week 7 Monday

On the 7th week I started texturing. I placed my lowpoly mesh into substance painter and set it to the unreal engine 4 preset and the normal map settings to OpenGL. I then imported resources into my project as textures and placed the world space normals, curvature and AO maps in the texture set settings. The normal map itself was placed directly in the textures so that I could make another normal layer and paint over the errors. I placed the normal map on a fill layer, changed the setting from auto to OpenGL, then added a paint layer to make edits, colour picking from the normal map view on the model and painting directly onto the mesh. I decided to do this instead of using photoshop because I wanted to be able to see directly where I was painting onto the mesh instead of having difficulties locating each of the relevant UV islands on the texture map itself.

After this, I made a folder for each separate material and either dropped in a relevant smart material or made a fill layer with some basic PBR settings just to do the base colours. This was done with the intention of tweaking, adding and deleting parts of each smart material to make my own unique materials using grayscale fill layers on black masks (such as using the cloud, white noise and fractal sum textures on darken and lighten modes to add detail to generators).



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