![]() In order to create seamless albedo maps I simply imported my low poly meshes with UVs into zbrush and increased the geometry to match the high poly (so as to maintain all detail) and projected the geometry and polypaint data to the low poly. I may still use Marmoset Toolbag as I feel that it would be invaluable in presenting my asset and creating my showreel but for now I am going to continue using Maya and Sketchfab to assemble my assets (since Maya doesn’t yet support PBR asset creation I will use Maya for Normals and Albedo but Sketchfab for roughness) ![]() These are tools I had prior knowledge about but hadn’t really gone into too much detail researching, so I downloaded a trial of Substance Painter and Marmoset Toolbag with the goal of improving my abilities in creating PBR assets.ĭue to my limited time remaining I didn’t end up using Substance Designer/Painter because I felt that it would take too long to learn enough to truly take advantage of them for this project so I will find other means to achieve my goals for the time being and come back to them after submission. I used two main sources for this:Īs well as learning about the PBR method, I also gained an interest in two very powerful tools that would help me in creating a PBR asset: Marmoset Toolbag and Substance Designer & Painter. I did some research into the way PBR worked, to help me in knowing what I would need for my own textures. I already had normal maps so the next thing to do was to create my Albedo map. I had intended to use the PBR (Physically based rendering) method of texturing so I aimed to create three types of textures: Normal, Diffuse/Albedo and Roughness. Now that I have completed my sculpt and my retopology I started creating my textures which I would assemble in Maya and Sketchfab. ![]() I added some shadow on the lower part of the sculpt in photoshop using a textured brush to tie it in with the texture of the background and unify the whole thing, and also to draw attention to the more important aspects of the design. I then took the render into photoshop where I added a background to tie it together and added a noise filter, pushing the effect that I discussed before about giving a hint of the feeling of being a newspaper quality print. I tweaked the materials in the Zbrush material settings, used the lighting system in Zbrush and created a high quality render. I created a nice final render of my zbrush sculpt using lights and edited it in photoshop to call completion on the sculpting aspect of the design. ![]()
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