This was a test in using Quixel's dDo, as such the UV-space usage was intentionally not optimized. The Normals were baked in Maya from the High Poly, but the grate pattern was manually created. After reviewing the below in-game render, it is clear that nDo can be used to create in in-bevel from the grate pattern to give an illusion of material thickness.
I knew that ToolBag2 had to be able to produce the illusion I was looking for, that I was getting in-engine and in-game. So I applied a function in Maya that I had recently learned about -- mirror polygon (not duplicate-special). It somehow got the NORM map to display properly ... maaaagiiic.
I was feeling a lack of apparent progress, which was contributing to a feeling of being overwhelmed with what remained to be done. When that happens, the pedal hits the metal! I chose to focus on modeling the remaining scene master-elements, before studying texture more. So here is this weeks sprint into the Dark...ness.
Individual master-elements: in-engine, and in-game.
Individual master-element instances propagated in scene: in-engine, and in-game.
The poly-mirror did not work as expected in-engine, even though in Maya it seemed to. I have adjusted my modularity methodology, to model half of the HP, poly-mirror, and then make the LP based on the combined mirror. Then bake the normals from that. The first test has worked well.
I am very pleased with the in-game outcome.
dDo was used for hard-surface texturing for wear and metalness. I adjusted the default wear settings, and created a custom material in order to get the holes to wear in a more believable and less aggressive way.
Here are some dDo psudo-engine renders, under the different built-in HDRIs.
The holes were taken from the prior OPAC pattern, and used in nDo to get the indentation merged with the NORM, and then also merged into the Cavity map. Some channel inverting was needed to get the correct effect in-engine.
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The main advantage of this approach is to nail the scale right off the bat -- taking the masses into Maya for geometry and mapping.
(This image is from after the main structural element was started, and brought into the engine.)
[SKETCHFAB]d3bd3fbed04f42febfa585b987225b53[/SKETCHFAB]
specular
opacity
metalness
gloss
diffuse
Also, used a trick in the Normals map to generate beveling in nDo from the Opacity mask, to give the floor-grate the illusion of thickness.
It appears that mirroring geometry in engine is not advised, as the normals are being calculated inverted at run-time.
Individual master-elements: in-engine, and in-game.
Individual master-element instances propagated in scene: in-engine, and in-game.
I am very pleased with the in-game outcome.
dDo was used for hard-surface texturing for wear and metalness. I adjusted the default wear settings, and created a custom material in order to get the holes to wear in a more believable and less aggressive way.
Here are some dDo psudo-engine renders, under the different built-in HDRIs.
The holes were taken from the prior OPAC pattern, and used in nDo to get the indentation merged with the NORM, and then also merged into the Cavity map. Some channel inverting was needed to get the correct effect in-engine.