so if these were assets being used in production, would there be separate uvs for something like baked ao, diffuse, etc. so you could still have more individualized materials? or does that just kinda miss the point i suppose
Really cool work you have here, just out of curiosity, approximately how much of this is Boolean operations and how much is traditional modelling? Hoping to see more stuff
Really cool work you have here, just out of curiosity, approximately how much of this is Boolean operations and how much is traditional modelling? Hoping to see more stuff
No booleans or baking or anything. I drew the sheet in PS and ran it through XNormal to get the normal map. The models are just LP geo unwrapped to different parts of the atlas sheet
Can you give a bit more detail on the creation of these? When you said, "...one for the "main" material and a second to atlas the normal / AO details from." So is the first UV channel just a quick material mask bake? Or does that mean for each of these models you're doing a unique / traditional unwrap and bake for the big shapes / edge normals and then using the 2nd UV channel to overlay details? Or is everything driven from the 512 sheet?
All of these are a single UV channel because Marmoset doesn't let you do layered shaders or UV channel shenanigans (yet).
This kind of atlasing works really well for discrete details like panel lines and bolts. But your UVs end up being all over the place, all different scales. You can't do much actual texture work with overlays, patterns, or photos because there will be obvious seams and differences in texel density. For these I'm only using a generic, subtle grunge texture in the gloss and even then you can sometimes spot the seams and symmetry lines.
The way around that is to have a second UV channel, where you do a conventional unwrap. Then you can texture on that unwrap as usual, and blend in the atlas details using the other UV channel. So you'd have the "main" texture on UV1 plus the atlas sheet full of details on UV2. I'm using Marmoset which doesn't enable that kind of thing yet but maybe I'll download UE4 and throw together an example, the nodal shader editor they have makes it easy to set this kind of thing up.
thats an impressive result for such simple texture sheets, are you using them as a height map too? some of these have such deep looking bevels etc it doesnt look like a simple normal map. One thing that I think would be nice, especially on this last one is some bigger areas of rest from all the detail.
Same question about the height map, also those are some sexy renders, are you using any post processing & just a dark gray albedo, that subtle grunge texture, and metallic set to 1?
thats an impressive result for such simple texture sheets, are you using them as a height map too? some of these have such deep looking bevels etc it doesnt look like a simple normal map. One thing that I think would be nice, especially on this last one is some bigger areas of rest from all the detail.
No height map, although that might be a good idea actually. Currently i'm just using the normal map, and the other one for both occlusion and cavity.
Same question about the height map, also those are some sexy renders, are you using any post processing & just a dark gray albedo, that subtle grunge texture, and metallic set to 1?
The diffuse and spec are flat colors that roughly match raw metal (dark gray albedo, bright spec), this is the gloss:
I've been rendering them from Marmoset with the spec color tinted red because it's darker once desaturated, helps to pop the highlights
Then I just do some layers to boost the contrast / get camera bloom... could probably be simplified a bit. This could all be done in Toolbag itself because they let you define the tone grading with a curve, I'm just doing it in PS out of habit
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+ flat colors for diffuse and spec, tiling grunge stuff for gloss
All of these are a single UV channel because Marmoset doesn't let you do layered shaders or UV channel shenanigans (yet).
This kind of atlasing works really well for discrete details like panel lines and bolts. But your UVs end up being all over the place, all different scales. You can't do much actual texture work with overlays, patterns, or photos because there will be obvious seams and differences in texel density. For these I'm only using a generic, subtle grunge texture in the gloss and even then you can sometimes spot the seams and symmetry lines.
The way around that is to have a second UV channel, where you do a conventional unwrap. Then you can texture on that unwrap as usual, and blend in the atlas details using the other UV channel. So you'd have the "main" texture on UV1 plus the atlas sheet full of details on UV2. I'm using Marmoset which doesn't enable that kind of thing yet but maybe I'll download UE4 and throw together an example, the nodal shader editor they have makes it easy to set this kind of thing up.
The diffuse and spec are flat colors that roughly match raw metal (dark gray albedo, bright spec), this is the gloss:
I've been rendering them from Marmoset with the spec color tinted red because it's darker once desaturated, helps to pop the highlights
Then I just do some layers to boost the contrast / get camera bloom... could probably be simplified a bit. This could all be done in Toolbag itself because they let you define the tone grading with a curve, I'm just doing it in PS out of habit