This is an environment prop that I am working on as a personal project. The purpose is to use this for future staging in an environment scene. My goal is to demonstrate a step-by-step process breakdown for modeling assets. The end result is to achieve a photo realistic look with a game model. This model is textured using a PBR Metal Rough texture pipeline with the intention to bring into Unreal Engine. As you scroll through the gallery, I break down my production pipeline of this model and provide renders of the model in different lighting scenarios.
Software Used
- High res modeled in Maya 2018
- Low res modeled in Maya 2018
- Supporting map textures were baked in Marmoset Toolbag 3.6
- Textured in Substance Painter 2018.3.2 (2048x2048)
- Final renders in Marmoset Toolbag 3.6
- Light test scenes rendered in Substance Painter's Iray plugin
Replies
MY WORKFLOW
1. GATHERING REFERENCE
BAKING AND TEXTURING WORKFLOW
CHECKING THE PBR TEXTURES WITH LIGHTING
HDRI Shipyard Buildings by Allegorithmic, Back Left
HDRI Shipyard Buildings by Allegorithmic, Back Right
HDRI Shipyard Buildings by Allegorithmic, Front Left
HDRI Shipyard Buildings by Allegorithmic, Front Right
HDRI Tomoco Studio by Allegorithmic
HDRI Blue Grotto by Greg Zaal
HDRI Garage by Greg Zaal
HDRI Kiara 3 Morning by Greg Zaal
HDRI Whipple Creek Park by Phillip Modin
HDRI Summer Stage 2 by Sergej Majboroda
HDRI Summer Stage 1 by Sergej Majboroda
HDRI River Rocks by Greg Zaal
HDRI Lot 2 by Greg Zaal
HDRI Cave Wall by Greg Zaal
HDRI Pink Sunsrise by Greg Zaal
CLOSE UP RENDERS OF THE NORMAL DETAILS
These are rendered detail shots of the normal map applied without the base color or roughness values.