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…
CLOSE UP RENDERS OF THE NORMAL DETAILS These are rendered detail shots of the normal map applied without the base color or roughness values. This concludes my presentation of the Generator model. I will be moving on to creating an environment scene in UE4 to usr this prop for set dressing. Check back later for more…
MY WORKFLOW Below are the production workflow steps beginning with gathering reference images, then moving into the high poly to low poly modeling workflow, followed by baking supporting maps and finishing with texturing and rendering. 1. GATHERING REFERENCE 2. HIGH POLY USING CREASE SETS 3. SETTING UP COLOR ID's 4.…
CHECKING THE PBR TEXTURES WITH LIGHTING When I finished texturing in Substance Painter, I used Iray to render lighting back plates. This is important to see how the PBR textures hold up in different lighting environments because certain roughness and dielectric material values such as metals can look different in each…