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Some New WIPS


TWahl

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I went back and edited my main smart material in substance, new look looks much better and well-defined. Scales accross different textures very well also. Far less layers to deal with also makes editing much simpler and easier. Luckily I did not get too far with my original material I was working with previously, so re-doing previous textures should not take too long.

 

Also did a quick lighting test in 3ds max with a few colored lights (to roughly guage PBR reflections/metalness properties). There are no direct light sources, just placed some lights semi-randomly in the scene without too much care.

 

One thing that was a bit of a pain was figuring out that substance painter does not have very good support for non-square textures, so I also spent some time creating new masks in designer which would not get distorted when using non-square resolutions (i.e. 1024x2048). This took a bit of time but in the end I will end up having to do much less work making the trim textures tile, and I won't be dealing with distortions or "squishing" of critical grunge maps or masks. This was previously a pretty big road block to my progress.

lighting_test_new.thumb.png.9fd27bb0c8c0ef4f5b7bdd7dfa257b43.png

new_floor_47_render_1.thumb.png.7baf4da3031589e729f52a918e705ed1.png

new_floor_47_render_2.thumb.png.40d9a89e97a0e20308c9689f32d096ce.png

new_floor_47_render_3.thumb.png.6607711e82fba98a280fe4b16c5cce5c.png

new_floor_47_render_4.thumb.png.c1209be65162acd17d4acad9d4a6885f.png

floor_30_wip_render_new.thumb.png.5b9db7bb21651254c8d3d4d8962f0171.png

 

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