Development time:
- Approximately 4 weeks per asset (high res, game res, textures)
A collection of game-ready props to practice integrating box and spline modeling, as well as learning PBR material workflow, and setting up scenes in UE4 to display gameres meshes with working materials.
Modeled in 3ds Max
Textured in Photoshop: Mask
Textured in Photoshop and 3DCoat: Gun, Car
Rendered in Marmoset Toolbag: Mask
Rendered in Unreal Engine 4: Gun, Car
Texture Maps used:
- Diffuse
- DET (Roughness/Metallic/Ambient Occlusion/Opacity)
- Emissive
- Normal, Macro Normal
- Color Specular (Mask)
- Approximately 4 weeks per asset (high res, game res, textures)
A collection of game-ready props to practice integrating box and spline modeling, as well as learning PBR material workflow, and setting up scenes in UE4 to display gameres meshes with working materials.
Modeled in 3ds Max
Textured in Photoshop: Mask
Textured in Photoshop and 3DCoat: Gun, Car
Rendered in Marmoset Toolbag: Mask
Rendered in Unreal Engine 4: Gun, Car
Texture Maps used:
- Diffuse
- DET (Roughness/Metallic/Ambient Occlusion/Opacity)
- Emissive
- Normal, Macro Normal
- Color Specular (Mask)
What I Learned:
- Alpha card use
- PBR material pipeline through Photoshop and 3D-Coat
- Using crease sets for working meshes to convert quickly between high poly and game res meshes
- Spline vs box modeling
- Authoring assets to match an existing real world reference vs creating them from my own concept art
- Alpha card use
- PBR material pipeline through Photoshop and 3D-Coat
- Using crease sets for working meshes to convert quickly between high poly and game res meshes
- Spline vs box modeling
- Authoring assets to match an existing real world reference vs creating them from my own concept art