Hello Polycounters!
I am currently creating "
game ready Hard Surface asset" for my portfolio. My goal for this project is to create an asset, meet standards, and put it into Unreal Engine 4 scene.
I have the model with all the maps, baked in Substance Painter from High Poly version. I am now in a place where I need to decide how to handle the details.
1. What do You think, what approach would be the best?
a) make these details on high poly version and bake them with all the other maps?
b) create trim sheets (then how to assemble them with other textures on model?)
c) create decals (how is a different topic)
2. How to handle same details if they are supposed to have different material from the surface they are on?
If I am wrong somewhere please let me know. I'm here to learn.
Thank YOU to everyone who is here to help! Cheers!
Replies
a) I often make details like this in the hipoly. I also keep a library of elements like this (I have ztools I use in zbrush)- so it can be very quick. This is my preferred method a lot of the time.
b) trim sheets are good if you're making a lot of objects that all have the same "style", They're great for architecture or if you have a lot of something like machinery, pipes, or computer panels, etc that you need to make multiple variations of. Trim sheets are often made from a hipoly anyway - so it crosses over the first technique.
c) You can use decals that are applied in substance painter. You could make these in substance designer - or bake decals from a hipoly. This often is quickest if you already have decals made. I find the problem is that there's less re-use than making things in a hipoly and it'll take longer. But if you're not very good at hipoly modeling then this works ok.
b) trim sheets are good if you're making a lot of objects that all have the same "style", They're great for architecture or if you have a lot of something like machinery, pipes, or computer panels, etc that you need to make multiple variations of. Trim sheets are often made from a hipoly anyway - so it crosses over the first technique.
I understand what trim sheets are. Modeling them is not the problem. I could a) create them on high poly versions of models but also b) as a trim sheet (as another model with all the details). a) is also the easier way because I wouldn't need to answer another question but I bet knowing how to play with trim sheets when trim sheets are only a part of a model is an important skill in the industry.
The questions are:
- Should I go with a) or b)?
- If b) then how to apply these trim sheets on to the model?
Trim sheets are applied usually by cutting up the UVs to fit the trim sheet to the model.
In this example from one of the artists on DOOM Eternal they're applying the trim sheet as another layer on top of the base material. You might find it useful as it shows the effect quite well.
https://www.artstation.com/artwork/Ye8o4d
Hello! I am back with another questions.
I created arcade machine from many smaller modules which together are creating the machine.
As I want the machine to be a game object (UE4), as far as I know, all the modules needs to be joined into one object.
My questions are:
- 3) And what about baking normal and other maps. Should I do that separately for each module or all in one go?
Thanks for your priceless help!3. Relate the answer to this to question 2 - it's only one material, so it should require just everything in one instance of baking. Even if this were to have separate material ids, you can bake all material id's at once and have all your baked textures exported and separated accordingly.