Processing the substance designer workflow and implementing ideas into Reality
When I first started this project. My Primary objective is to create a tileable realistic wood texture while learning the workflow of Substance Designer. As the initial phases passed, I learned few techniques in Autodesk Maya, that would help me decrease my modeling production time under the guidance of my instructor martin murphy. The techniques he provided were very helpful in many aspects. And as I looked up tutorials and information provided. I realized that there were some steps that could be removed yet giving us the same required result.
Process: Modeling
References:
Blockout Modeling:
1st Pass Modeling:
Getting the nice curve shape
2nd Pass:
Getting some details into the model.
3rd Pass
Placing up detailed block out
4th Pass:
The details are placed in and time to add the back
Final Modeling:
The final model, with Material ID
Substance designer:
I saved the eight and normal maps . Using Atmospheric Noise, mixed with Directional Noise 2 and Perlin Noise. Mixed first node with Transformation 2D.
The Final Product of the Graph Above:
Unreal Engine 4:
Cherry wood:
Dark Wood
Dark Glass Material:
Gold Strings Material
Final Look:
Close Up on wood material:
Close up on glass:
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