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Showing posts from April, 2018
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23/04/18 Texturing Today's session focused again on texturing assets in the level in Substance Painter, getting ready to transfer into Unreal Engine. Below are some images of the assets textured.  The houses, warehouse, pavement and floor.  A tile texture was created and downloaded from Textures.com for the roof tiles on the houses and warehouse, whilst the brick work had already been created from the previous weeks session. For both textures to be applied to the model at once, a black mask was added to the later, and Uv's were selected were the appropriate parts of the model would have a brick work texture or tiled slate texture added to them. A texture was added to the road and pavement.  With the road the texture was cobbles. Below are some of the final images of the level taken with the textures applied.
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16/04/18 Texturing- Substance Painter Today's session was spent texturing assets in Substance Painter, in preparation for the level to eventually be moved into Unreal engine. Below are some of the textured assets from Substance painter. The UV textures are exported out from Maya as a OBJ file and opened in Substance painter.  Once in substance painter, textures and smart materials can be added to the OBJ files.  Additions can be made to the assets, for example changing the colour, adding dirt, moss, grunge.  This can be taken further by only targeting certain areas of the mesh, with colouring and dirt, and not not the whole mesh, to create realism for the object. This is done by selecting the material in the layers box, and then selecting polygon fill on the tool bar.  From there, it is possible to select with the mouse cursor the area of the mesh that requires certain materials or colours. It is advisable to bake the mesh first, to br...
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09/04/18 UV Texturing This session was spent UV texturing the assets for preparation to be eventually textured, and then moved in to Unreal game engine. The Uv editing was aided by using texture map that can be seen in the images below, by aligning the squares in the map to the models edges in the Uv editor in Maya, thus not making the map look stretched.  This is in preparation for when textures are added to the models at a later date.