PBR

Assets made following the PBR specifications and pipeline

SWAT Van

This is exported from Marmoset with LOW texture setting as the high options was slightly off the max limit and there is no middle ground yet to export. Therefore the textures on here will likely not come out as good as they would if you were to view them at the resolution I have made them at.  . Please note that the mesh in my 3D package is modeled as quads mostly. The mesh is connected (creating tris) in the viewer for this site.
eg,




Pipeline for the SWAT van
(please note the wire frame appears tri tessellation from the Viewer. The mesh has been modeled mostly with quads)




First I needed to get a lot of reference to understand what I am making.  I will refer to it as I model and texture.
Second I created a high poly model model. The purpose of this is use the high model to generate maps which will help the lower game model look/feel more expensive.


I am able to add turbosmooth in max on this model to get the smoothness I want (some parts you may want more then one level of turbosmooth applied).  I do this by making a clean hard surface model.  The next step is to work out what parts are to use symmetry and which parts are not.  

Then I modeled a low poly version suitable for games.   Next I needed to work out what texture sizes I want and what will be separated into it's own map. Ideally we want as few maps as possible however this is a large vehicle so it's unlikely to get done with one or two maps to achieve a end result that's high enough resolution.  So what I decided to do, was have some maps at different sizes. Even though the maps are not the same size they are the same pixel density for the overall asset.  

Then I unwrap my game model.  I detached the model in different pieces to do bakes for the maps I will need.  Although it is time consuming as there are so many parts, it does give the best result to detach parts and bake smaller pieces at a time.

I created separate AO, Metal and Rough maps but as the software I was using allowed maps to be loaded from a images RGB channels I decided to utilize this feature as it will help with the size of the asset and performance.  So they are saved out as a single TGA image, Roughness on the Red channel, metal on the Green and AO on the Blue. 


To create the textures I used 3DS Max, Xnormal, Photoshop then I used Substance Painter and Photoshop to finish off the textures.  I put my model into UE4 and Marmoset tool bag to render the end result and test the textures.  To get the preview on this site that you can move around (above) I used the marmoset Viewport feature on the Artstaion website.  




This is a flask I made in about 5 hours.... I wanted to make a PBR asset working mostly in Photoshop and max .... rather then using Substance painter to better understand PBR Textures.  I like making assets more used/worn/dirty as it makes them more interesting and in this case gave me more to add to the textures so I can learn more.





A little radio I made using substance painter, xnormal, max and Photoshop. Made following PBR Specifications using a 1k texture.














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