Okay this was a fun one to make. Basically I wanted to make my own modified version of the combine APC in PBR, from initial concept sketches (which I'll post soon) to final low poly render which I textured in Substance Painter and Photoshop.
I'd love to see some higher rez shots and texture breakdowns. Maybe an in-engine shot too?
Yeah sure. I'll post what I have time to tonight. The high poly is just the basic form though as I do all of the little details on the norm in Photoshop or Substance Painter afterwards.
This was the original concept I drew, as you can see the turret changed quite a bit once I began modelling.
This was the high poly when I began baking. I only baked the basic shapes due to the short time I had.
This was the low at the time. The tri count increased a bit as I copied a few objects around the body near the end.
Here's an example of the wheel bake. I knew I would be 3D painting so I didn't need to worry too much about hiding UV seams and I use TexTools to set my smoothing groups by my UV islands, that way there aren't any seams in the normal.
I worked with two texture maps. One contained the central body and chassis, the other everything else.
The painting process in Substance Painter is very easy. You can paint in however many maps you want with each brush stroke and there's a layer/masking system similar to Photoshop. You can move up and down freely in texture resolution too without it messing up the maps.
Here I used my AO to mask out dust, then toned it down later.
This is the 4K tire I hand painted in Substance, which I wouldn't have been able to achieve just in Photoshop.
Here's my base albedo in Substance with layer workflow
And with all the maps together, with the layers for my second UV
Replies
Yeah sure. I'll post what I have time to tonight. The high poly is just the basic form though as I do all of the little details on the norm in Photoshop or Substance Painter afterwards.
This was the original concept I drew, as you can see the turret changed quite a bit once I began modelling.
This was the high poly when I began baking. I only baked the basic shapes due to the short time I had.
This was the low at the time. The tri count increased a bit as I copied a few objects around the body near the end.
Here's an example of the wheel bake. I knew I would be 3D painting so I didn't need to worry too much about hiding UV seams and I use TexTools to set my smoothing groups by my UV islands, that way there aren't any seams in the normal.
I worked with two texture maps. One contained the central body and chassis, the other everything else.
Here I used my AO to mask out dust, then toned it down later.
This is the 4K tire I hand painted in Substance, which I wouldn't have been able to achieve just in Photoshop.
Here's my base albedo in Substance with layer workflow
And with all the maps together, with the layers for my second UV
Here's the design process I went though. Quite a few different ideas until I was happy with the silhouette.
Looking pretty sweet to me! I may have to try out substance painter now.
This is the original HL2 combine APC for anyone who's curious.