I've resurrected an older model of mine and wanted to update it by moving the model into UE4 to avail of PBR. I also desired to use the model as a test case for learning the Substance Suite of tools.
Since starting to update the model I've pretty much rebuilt the majority of it and have been adding additional details and props as I go.
Currently all the images here are taken using Marmoset Toolbag 2. I'll be moving the model across to UE4 soon to finish it off with more complex materials and higher resolution textures than what is seen here currently.
Most of the models shown are available to view using the Marmoset Viewer on my Artstation page :
https://www.artstation.com/artist/antodonnell
More updates incoming as I complete the model in UE4.
Thanks for looking.
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Here are images of the other elements of the train and props. Software used includes Maya, ZBrush, Photoshop and Substance Painter.
As the train is sorted in UE4 it's on to a bit of an environment for it. Currently working on ground textures. First of which is a gravel texture for beneath the rail tracks which also doubles up as coal. Created via Substance Designer using the height information of six quick sculpts for the stones in Zbrush. The two texture sets share a normal and data map to reduce texture usage.
No it's 95% substance and 5% Zbrush quick sculpt of a stone to generate the initial stone renders from.
I mean, you have 6 z-depth stone renders, so you may move, scale and rotate them in z-axis. Is that enough for making randomisation?
Great stuff here
I used the 6 z-depth renders in Substance Designer with the scatter node and layered them with a variety of scales / rotations and 2d transform nodes until I was happy with the result. The hardest part was getting the stones to stand out individually and not blend together.
In the end I had 18 layers of rocks.