Before I go back to texturing the focal point of my scene, which is the actual Captain's Table, I made one last addition to the docks - rails. The reason for that being that in all reference images, I noticed the docks had some sort of rails that would divide them from the sea.
As usual, I modelled the rails in 3Ds Max first, then materials, then I applied the textures. One issue that I still tend to encounter quite a lot when it comes to texturing is that often times, my textures would look completely fine in Substance Painter, but the moment I apply them to my assets in Unreal Engine, they suddenly start looking very shiny. Sometimes, ticking the sRGB and changing the Ambient Occlusion/ Roughness/ Metallic map to Linear Colour fixes that issue, however sometimes it doesn't - and when it doesn't, I found an easy fix that and it's basically going back to Substance Painter and manually changing the roughness map. The higher the slider towards the black side is, the more shiny it is and the lower the slider towards the white side is, the less shiny it is.
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