This way all the props have a consistent look and are very fast to make. Substance Designer is a powerful tool for props because you use the same Substance graph for all of them. I use xNormal for baking normal, AO and heightmaps, and Substance Designer for position and curvature maps. I also bake different maps from high-poly models to help with texturing objects such as cars, props, etc. Use everything you already have and find the right feel for the materials. The final thing is to generate a roughness map.Once the heightmap looks good, generate normal and AO maps, and use gradients to generate a base colour map.Avoid making tiling too noticeable and make sure your heightmap holds all the information you need.Slowly start to add smaller details to the heightmap and test how it tiles.Figure out the big shapes first and focus only on height information.When tiling textures in Substance Designer, my workflow goes like this: I find that Substance Designer is perfect for my needs and helped a lot with tiling textures. Since game engines are now supporting Physically-Based Rendering (PBR), it's a good idea to find a fast and workable workflow for texturing. Using the same Substance graph in Substance Designer for all your props means they'll all have a consistent look and be very fast to make Give the low-poly model a suitable name – such as ‘Diner_Sofa' – and export it into Unreal Engine 4.Bake maps as normal, height and AO maps.Explode the model into smaller parts for baking, if necessary, and then triangulate it.Make good, well-placed UVs for the low-poly and make sure smoothing groups are assigned right.When your high-poly is done, make the low-poly using the high-poly as a base or use retopology tools like 3ds Max's Graphite Modelling tools.Use ZBrush for final details and organic shapes.Keep good topology if possible – this will make it easier to create low-poly from high-poly and avoid visual errors.This way it will work well with the blockout dimensions. Start to model the high-poly model and keep the dimensions inside the placeholder model.Isolate the blockout placeholder model.My workflow is pretty standard for modelling but here are the most important stages to consider: All I need to do is pick a placeholder model and replace it with my final model. Modelling is easy thanks to the blockout. Simply replace the placeholder models in your scene with finished objects built individually in 3ds Max to matching dimensions and exported into UE4
0 Comments
Leave a Reply. |
AuthorWrite something about yourself. No need to be fancy, just an overview. ArchivesCategories |