I'm trying to figure out why my textures aren't looking as good in-game and substance painter as I want. I've shared my ship model a week or so ago and was hoping I can get some advice on how to improve. Are my UV's the issue? I used 2k textures split among 5 parts: main ship, cockpit, canopy, landing gear, and turrets. My goal is to get this sort of quality found in Arma 3 when Im standing really close up to the model in game:
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Sadly my textures aren't as high resolution and I cant figure out why. Here are some screen captures:
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Should I be splitting my model up into more texture sheets? One for the seat and dash for example? Or would this be a bad way due to performance in Unreal Engine or any engine for that matter?
I've attached a dropbox link (100MB) of my raw files for the main ship and cockpit, hopefully someone can comment on what my issue is.
https://www.dropbox.com/sh/gtvf85dgo58ylsc/AADXxPLuAXlYDDR7LfT6Jg8Va?dl=0Here is the artstation link with the marmoset viewer:
https://www.artstation.com/artwork/9VxrO
Replies
Also the shader in engine are making up a lot of information you couldn´t bake into the basetexture. Like the noise on your ship surface, would be made with a tileable detailmap added on top.
I've only heard about this type of workflow being used on Star Citizen, are there any other major titles that choose this sort of method?