Texture and Materials

The baking process was straightforward, following standard industry practices. I kept the mesh organized, with clean naming and properly adjusted cages to ensure accurate detail transfer. Since there was no special complexity involved, I didn’t find it necessary to include it here.

After finishing the bake in Marmoset Toolbag, I exported the maps to Substance 3D Painter and began texturing. Although SPP offers great smart materials, I chose to create my own, something I had planned from the beginning, since I like having full control over the materials. I worked to balance the stylized-realistic aesthetic, creating surface variation, wear, and contrast between metal, leather, fabric, and skin.

I wrapped up by creating a custom export preset specifically for this project, an essential step, since each studio and engine has its own standards. In my case, I made some modifications to the shader inside Unreal Engine, which required the maps to be configured in a customized form.



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