Hey polycounters. This is a personal project that has been kicking around for 5 years or so now. We all have them don't we. Start a model and then just loose focus or interest. It was supposed to be a me getting the old ways out of my system. Doing the texturing by hand via Photoshop. Creating the Normal map/Specular map/Diffuse map by hand! Well I now know why I lost interest now. Although I got a fair way with it. I've been working in the mobile industry for some time now so the use of the more advanced software wasn't really anything I needed to know. Now however mobile games are starting to dip very much into the AAA console world and with it the need and use of advanced texturing and rendering techniques. Long story short I was introduced to Substance Painter and it was a revelation! I did in a weekend what would have taken a week to do the old way and why I gave up on it. Now I have a renewed appetite for this model and to see it finished. Also the recent spate of Star Wars films has helped massively. So lets have a look....
Here's the original model, which took a fair few weeks/months of free time stolen at lunchtimes and weekends.
The first method. Using Photoshop to start mapping and texturing the hull with hand created Normal maps, Specular maps and a variety of tiled and bespoke hand painted diffuse maps. This took months of painstaking work in my spare time.
Now though, with Substance Painter the process has been massively speeded up. Just one weekend and I got huge amounts done. I really feel like I'm making progress. Viva la revolution....
Weathering looks pretty good model was great too, the UV unfold had to be harsh
Yeah, unless I use multiple texture sheets for all the elements (The main body which is coming) its going to be impossible. LOL Up to now though these elements Engines, Cockpit, Cabin have all had their own texture sheet. Main body (Hull) will probably need multiple texture sheets, there's just too much stuff and I don't really want to bake it down to normal maps.
The cabin interior starting to get some love. Resolution has been compromised though due to the many elements in it. May be I should have split it into more texture sheets. Although its not meant to be a VR experience up close and personal. LOL So I'll let it go. I'd rather concentrate on the exterior stuff.
Replies