The point of texturing a model is to give it a life-like feel as well as someone being able to determine what it is easier. Not only that but if every model was grey it would be hard to differentiate which is an object and which is the end of the map or area. The way we used this process was by adding our object into substance painter, baking over the top of it with our HP & Cage models and then working on it from there. We first started with the barrel which turned out a success from the beginning as we were shown how to do everything in that session (shown below).
Our barrier on the other hand was to be made by ourselves and as a test to see what we learnt from the session. Shown below is the image of my final damaged barrier with concrete dents, correct lighting and different shadings of grey to showcase indents. It gives off the form of a HP model but is only around 1500 polygons. Using the cage, HP & LP model I was able to create these textures and materials within 50 minutes.


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