I spent a few days on this, using the opportunity to get better acquainted with the Substance Designer/Painter workflow.
Allegorithmic has some brilliant and cheap (in sales) software for texturing. I have been using the Substance painter program since in the beta stages, and it has come a long way since then. I have begun to favour this over Quixel Suit. I'm not a fan of DDo and love the flexibility of Designer, creating custom masks using world-space-normals, custom FX, and then taking the result into painter to tweak and make it look less "one button press for generic material A".
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GIFs are simple to create; Marmoset>gifmaker.me>imgur.com I have a softspot for these over Marmoset viewer/sketchfab |
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I went for a retro sci-fi feel, with orange to compliment the blue glow |
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The base model is pretty well optimised, using very few triangles. This time round I did not optimise the normals/smoothing groups, which reduces an invisible vert count, which can be seen using a maxscript called Uber vert count |
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Creating a presentation Template in Photoshop simplifies the process |
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Nothing too special about the UVs - Selected which parts to share space or be unique. (My gun is not totally symmetrical) |
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This is Substance Designer 5. The graph shown actually has multiple graphs embedded (from the list on the left) A very stream-lined way to combine multiple substances |
Overall I'm quite happy with the result. I learned quite a bit and got it done in a lot less time than allocated. It's kind of in-between realistic/stylised, which I like, but could be looking sweeter with practice. Saying that, this is my first ever 3D gun!
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