Week 5, in the same vein as Week 4, has been extremely productive -- so much so that my diorama is pretty much complete.
It started with moving my completed assets into Unreal Engine, setting out the scene so I was satisfied with the layout.
As you can see I applied the starter content material 'M_Tech_Checker_Dot to make sure there was no stretching or UV problems for the assets (thankfully, I was clear on that front).
One I'd done that, I needed to finish texturing the remaining assets -- the main one being the coffee cup.
It is a well-known joke that Starbucks misspell people's names when ordering in store. So with that in mind, I asked my friend for help to 'barista-fy' the name 'Max' as this is the protagonist's name in Life is strange.
She provided me with a few various iterations, and out of those I chose the best to create an alpha from.
After that, it was time to start applying the textures I'd made to the models in engine. I did this by importing each Unreal Engine (Packed) texture map that I created in Substance Painter.
- SM_[Name] = Static Mesh
- T_[Name]_D = Diffuse Map (Base Colour)
- T_[Name]_N = Normal Map
- T_[Name]_MRAO = Metallic / Roughness / Ambient Occlusion (Packed Map)
Each of the textures were plugged in using the Material Editor window in Unreal, my packed AO / R / M map being split into RGB inputs to the mixer node (in that order). I also used a Multiply on my Diffuse maps with a shader node, so I can control the brightness of my textures without having to go back into Substance and re-export.
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