Good evening Polycounters !
I struggled with the bone-blade. I tried to simulate
a SSS effect with a thickness map plugged to a gradient map in
substance designer but I am not fully satisfied with the result. If
someone have suggestion about how "to level up" my bone material I would
One question come to my mind :
does my asset fit the game industry standard (modeling, texturing, ...) ?
I modeled first a high poly. I sculpted little details like letters,
cracks on the blade, etc. Then I retopo to produce a low poly and I
baked everything in Substance designer. I produced an ID-map in
photoshop (because I didn't know about vertex color in blender... shame
). Then I textured in substance designer and outputed the four maps
baseColor, roughness, metallic, normal (which are only for the knife,
not for the sheath). In my job I use realtimes techniques but not
oriented for game or entertainment. So maybe the tech are slightly
If you have feedback, please feel free to write me what you think.
Have a good night and thank you for your time !
Here is my work :