Hello everybody!
Now I am doing test task to a great company and I want to do it really well. Because it is my dream from childhood to work in big company and in game industry. I will be posting here my process, hope you will help me to do it as best as possible. I want that job. So advices and suggestions are VERY welcome! My whole future depends on it
Together we CAN do it!
There is a task: create my own power generator for FPP game, triangles no more than 3000, 2 sets of textures 1024, PBR materials.
If you have questions feel free to ask me!
Replies
These are first screenshots of Hipoly that I've already done. Do you like it? Any advices? I want to add details to the roof and screws everywhere. After that I think Hipoly is done. What do you think?
How to divide model into to UV sets in the right way?
Is it a good idea to texture bottom part in symmetric way? I think it is not really important part so it will be good economy in texture space.
Also I would say most of your edges are too sharp for clean bakes later on. I think you need to change this at more or less every part on your model... 2x 1k texture will never be enough for this sharp edges in normal map
Thank you for your advice! I will do edges more soft.
Does the Studio you are applying to have software such as Quixel suite?
You've modelled a lot of stuff such as bolts, grooves, and grates - this can all be done much faster (and often, cleaner) using something like Quixel Suite's NDO instead of you modelling them all.
A rule of the thumb I was taught is that if part of the low poly won't have any geometry (such as screws/bolts), then don't bother modelling them in the high poly; just add them in later using NDO (or similar.)
Good luck with the job!
Also your edges are still to sharp for my feelings. Maybe you should change these.
Dont get me wrong, good work so far, keep on doing. Just want to give you input
Now I'm starting to do Low poly.
I copied all handles and stuff that will be unwraped only once. They are on the left fron generator on last screenshot.
Also there are some floating planes, I will add labels on them.
Total 2442 tris. Maybe it is better to do something on that 500 tris?
Here you can see how I divide model into 2 parts. Checker on both is pretty the same. Now it's time to bake maps and check everything before texturing.
Also I have question: how to turn on Opacity in Substance Painter? I work in PBR spec-glos workflow and there is no shader with alpha for that workflow. It is only for metal-rough workflow. Thank you for your answers!
You can see two windows in this generator and I want to correct texture of window if there something wrong.
The dirt and grim doesn't seem believable at the moment.
Also with art tests, would it be looked down on to share your wip and get tips? I've never done one so it's a serious question and not a dig at yoy.
Also the dirt itself looks a little to extreme for my taste.
For the ôpacity problem, you have to chose another shader, but as far as I know there is only a Metal-Rougness Shader which includes opacity in substance painter.
what do you recommend about dirt? Maybe better to concentrate on big forms of dirt and get rid of small dirt and grim everywhere?
About art test - I think it is not a crime to ask advice. I did not ask to do the work for me. I am creating everything by myself, I only need advices to do it better.
Thank you for your answer. As I said before - it is not a final texture, I have to work on second UV set of textures. What is your advice about dirt?
Yes, there is only a Metal-Rougness Shader. So I think for now it is not possible to turn on Opacity in specular workflow.
In test task they said next: Generator is not new, but not yet damaged. You can a little bit damaged, but it has to run all the time.
As for me I like more rusted generator, but for description more suitable generator without rust. What do you think?