Monday, November 22, 2021

Captain's Table Project - Update

Substance Designer

    I started texturing by extracting my main Substance Designer materials and transferring them to Substance Painter in order to start applying them to the assets in my scene in Unreal Engine. 






    My 3D Captain's Table environment is located in a pirate dock. When I was doing my research for it, I noticed that most of the reference images that I was pulling into my mood board had things mostly made out of different types of woods and metals. So when I started texturing, the very first materials that I focused on making were similar woods and metals. 

   When it comes to making woods in Substance Designer, I really like spending a little bit more time playing around with the roughness and the height maps because wood is usually carved, therefore it's a material that usually has a slightly more intricate texture than any flatter materials such as metal or plastic, for example. In order to make the wood look a little bit more worn out and realistic, I like to use a variation of grunge maps. And finally, a couple of Transformation 2D maps so that I can manually create, resize and rescale scratches and minor details like that. 


Wood - Material Example





Compass

    Making small details is often overlooked, but to me it's making small details that have a big impact on just about any scene because for me personally, it's always the small details that tell the biggest stories to the viewer. So in my scene, I modelled a lot of smaller props such as a map, a magnifying glass, a mapping tool, a compass, etc. 

    The compass is an asset that I found particularly difficult to texture because of it's complicated shed. So in order to save myself a lot of time, I went on Google and searched for some free, stylised images of compass sheds and I came across this website where I downloaded the texture that I'm currently using for the model in my scene - Vintage Sign Nautical - Free image on Pixabay


Texture





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