Recent Work In Progress
In part 3 of this Still Life Project is to texture the asset so far so it wouldn't be such a major lengthy job later down the production line. This is done by exporting the UV Unwrapped scene from Maya into Substance Designer using the FBX format. With Substance Designer's graph style workflow, it gives a very efficient process to map out a good texture design and the iterate on that design.
Using Substance Designer also gives a very unique ability to expose any parameter within the nodes within the graph; which could be altered during game play using the games engine's script to create different iterations of the asset. The plan of using this feature within my Still Life Design is to either the asset age, wear and get destroyed as time go by within an animation or the viewer can alter this feature manually using a slider on the screen. |
During texturing the scene within Substance Designers, issues within my methodology of the asset became apparent as the 'butterfly' effect occurred the walls of the scene. This as occurred because the UV shells is stacked on top of each other; although this is a problem if the material is basic but as more noise is added i.e dirt, crack and the brick layer etc. this becomes more noticeable. These could to be added as an additional dirt layer style planes with alpha channel but a rethink of the process is needed to prevent this 'butterfly' effect issue from occurring.
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Using Substance Designer during this stage also meant that the initial maps can be baked such as Ambient Occlusion Map, Normal Map, Position Map, Curvature Map and World Normal Map. This maps is then used in either filter/ wear nodes and output nodes such the Ambient Occlusion output node; which creates ambient shadows within the lighting.
Please click here to view the previous stages to this project. |