Well it’s a new year and with a new year comes a new blog
update with progress.
I have recently acquainted myself with Allegorithmic software,
all of Substance Designer and Substance Painter, as well as the awesome looking
(yet to be confirmed) B2M3 which turns photo textures into PBR ready textures
(how awesome is that!!). I have yet to need that part, but since it was in the
steam sale I decided I might as well take the plunge and give it a whirl.
So far the learning curve in Substance Designer was not as
steep as I had thought. If you know how Unreal Engines material works then it’s
pretty much learning a new UI rather than anything major. In essence, it’s
Photoshop with Unreals Material UI and Quixels Ambitions. Between the two I think
there both on par with each other, though at the moment I think dDo has better control
over its masking compared to SD (at my current knowledge, it’s probably going
to change)
In the scene so far I’ve added the Fire Exit door with its
own texture, my error was that I should of made the “Fire Exit” singe a plane
so that I can use the texture over and over again, guess I’ll have to correct
that next time. I have changed the lighting setting since it was in the wrong
setting the whole time, so the lighting in the scene has improved considerably.
I have also added a SD roofing to the scene so that it has some “smallness”
feeling to it. Light baking has increased in speed considerable since the
change which is nice. Lots of more things to get a hold of, speeding up now
with the scene and getting it all together, I recon ill slow down when I hit
creating the bed for the scene and the other smaller objects in the scene,
though I think it’s probably won’t be a big deal.
My current objective is to get one section of the scene done
so that I can put it on my portfolio and have some diverse content on there so
spice things up on it; otherwise the feedback from potential employers is going
to be the same every time I apply (white noise).
Onward here are some shots of the updated content. Roughly 2
or 4 hours spent on textures to make them look nice and fitting for the scene,
SD took longer because I was just starting out (ceiling of the place) but so
far so good.
Ill be making Wire and string textures to use soon for Lights and so on. so far im happy with the results so far.
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