6/12/17
Texturing
Today's session was a continuation from last week's texturing of assets for the environment. This required exporting the assets from Maya, saving them as a OBJ file, and importing them into Substance painter for texturing.
Substance painter provides a large array of painting & texturing assets. It has proved to be a great tool in this process with the options available through it. Substance painter has several materials for assets, as well as making the assets looking new and glossy or worn and used, to also texture patterns such as panels or grid marks, and warning signs to imprint on to models.
Substance painter gives the user different ways of painting and texturing the models such as changing brush sizes, opacity options, material choices and combining these tools together to give the models a unique look.
Below are some example pictures of the assets that have been textured in substance for the past week.
Once the asset is loaded into substance painter, it gives the user the options in how to paint or texture the model. Using a brush with the screen on the right or left by choice of preference, or painting by selecting the faces from the UV edited map on the right. The last option has proved to be very efficient and helpful by selecting the appropriate faces, compared to be painting by the brush and trying to keep within the lines. As stated, further touches can be made by making scratch marks, adding danger signs and so on, to give a unique element to the models.
A re-visit to the window had to be done for UV editing. The original UV edit carried out proved to be in-efficient, thus a second more successful attempt was carried out with better results for the texturing stage.

The environment and assets are now ready to be exported into Unreal to be tested with the accompanying textures.
Texturing
Today's session was a continuation from last week's texturing of assets for the environment. This required exporting the assets from Maya, saving them as a OBJ file, and importing them into Substance painter for texturing.
Substance painter provides a large array of painting & texturing assets. It has proved to be a great tool in this process with the options available through it. Substance painter has several materials for assets, as well as making the assets looking new and glossy or worn and used, to also texture patterns such as panels or grid marks, and warning signs to imprint on to models.
Substance painter gives the user different ways of painting and texturing the models such as changing brush sizes, opacity options, material choices and combining these tools together to give the models a unique look.
Below are some example pictures of the assets that have been textured in substance for the past week.
Once the asset is loaded into substance painter, it gives the user the options in how to paint or texture the model. Using a brush with the screen on the right or left by choice of preference, or painting by selecting the faces from the UV edited map on the right. The last option has proved to be very efficient and helpful by selecting the appropriate faces, compared to be painting by the brush and trying to keep within the lines. As stated, further touches can be made by making scratch marks, adding danger signs and so on, to give a unique element to the models.
A re-visit to the window had to be done for UV editing. The original UV edit carried out proved to be in-efficient, thus a second more successful attempt was carried out with better results for the texturing stage.
The environment and assets are now ready to be exported into Unreal to be tested with the accompanying textures.
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