This is a game asset for Unreal Engine 4 game. At present 3,346 tris.I used some custom mesh normals for this, and there is no normal baking involved.
I'd like to ask your honest critique regarding this model.
I created textures with Substance Designer for PBR using Metal-Roughness workflow.
![5D2Xb0O.png](http://i.imgur.com/5D2Xb0O.png)
![ZjH9FpM.png](http://i.imgur.com/ZjH9FpM.png)
![NXGqren.png](http://i.imgur.com/NXGqren.png)
![tjIjKHx.png](http://i.imgur.com/tjIjKHx.png)
Am I doing it right when I'm using gray color for exposed bare metal? I attach albedo.
![dAtffD6.png](http://i.imgur.com/dAtffD6.png)
I realised the fantastic thing about Substance Designer; I wanted to change my UVs after I built my graphs and I got this far, took me about five minutes to adjust in Max and export OBJ and quickly re-bake Curvature and AO in Substance and I was back in business. This is one of the reasons why I really love Substance designer.
Replies
Yes I am making a generator which has tubings and all sort of things going under this one. I will post more as I keep making. I also think that I might make a modular asset set with this so I can make a lot of catwalks.
The final version will look more rusty though. But I though it's good to make a cleaner version first.
I also made a video about making the textures in Substance Designer:
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