All posts by Matthew James Quon-Wing Chan

Final Output

For this project, I originally had ambitions of rendering out my assets in the Unreal Engine and Blender in the form of still images. I found this to be a little too ambitious to learn on top of Substance Painter and Maya. I have used Blender in the past but did find that the node editor overly complicated when compared to Blender’s fairly simplistic approach to applying textures.

Luckily for me, Sketchfab provides a good look at the models I’ve created in a similar manner to a video game engine. Because of this, I found that using Sketchfab to showcase my work is the best course of action, besides being interactive for viewers and assessors to look at and analyse.

Following my electronic press kit, I decided that the best place to showcase my work would be on ArtStation as it allows artists to show their work in a professional manner without the need to have a fully created website. It also allows for Sketchfab models, pictures and videos to all be shown in one page.

Link to the final output Artstation page.

Rendering in Maya

In order to bring the textures from substance painter into Maya and apply them to the model for rendering, I used the Arnold renderer. For this, I started by applying an Arnold standard surface material to the barrel.

Screen Shot 2018-04-27 at 11.27.58

 

From here, I could input the texture maps into the subsections of the material. I found Maya to handle this really easy as a lot of the sections were easy to find and allowed for me to easily input the maps.

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After this, I added an Arnold skydome light. This provided a plain white background for the renders as well as evenly lighting the model. For the render settings, I used png as the output with Arnold renderer being selected for use.  I also selected 1920x1080p resolution to provide a high quality still to display my work.

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Texturing in Substance Painter

When texturing in substance painter, I would start with my shape in Maya, normally starting with either a cube or a cylinder and extruding faces until I was happy with the result. Here I have created a barrel for my ship corridor scene using a cylinder. It’s not majorly intricate but with the use of substance painter, it can look a lot better and provide a sense of realism.

Screen Shot 2018-04-27 at 11.01.51

 

As someone new to UV mapping, I found that Maya’s automatic UV mapping provided a good enough UV map for the assets I was creating. Here, this is exactly what I’ve done, other methods such as cutting along vertices, however, I found this to be too time-consuming for the number of assets I was looking to create.

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With the UV map done, I exported the object as an fbx file. I then opened this in Substance Painter and baked the curvature map. Baking the curvature map allows the user to add edge wear to the assets with a realistic look. Finding out how to do this changed my approach to texturing.

Screen Shot 2018-04-27 at 11.09.59

 

Here’s what the barrel looked like on a basic level. I used the base colour as being black and added the rust above it as an edge wear generator using the curvature map. Although the results aren’t the best, they’re still satisfactory for what I’m wanting to do. I can also export the textures in a higher resolution from Substance painter.

Screen Shot 2018-04-27 at 11.10.38

Set Piece 4: Generator Small

Following from a few posts away, I realised that there’s not much point in abandoning a model just because I couldn’t open it again. I, instead, imported the model that I had as a .dae and made a basic UV map with the automatic feature on Maya. This gave me both a usable model and a usable canvas to apply my textures to in substance painter. It’s not exactly the fitting of my thematic look, however, seeing as the intention of this brief is to create an asset pack, that’s for whoever uses the pack to decide. Because of it being an imported model rather than the original, the resolution on the texture is a little lacklustre compared to some of my other things. If I had the chance to and the patience for it, I’d probably reconstruct this model and UV map it to a higher standard. One of the reasons I couldn’t was because the model was imported as one shape, the UV ended up translating to one object. This didn’t allow for ultra high resolution. Despite this, I still was able to render out a high-resolution texture map for the item by exporting it in 4k resolution in Substance Painter. When texturing, I wanted to tell the same story as the other generator with the natural wear and the metallic properties and so I translated them to a smaller item.

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Link to the sketchfab model!

 

Set Piece 3: Lamp Post

For this one, I wanted to scale it back a bit and make something that might be seen a bit more commonly than the other assets. For this, I wanted something that would be outside, dealing with the conditions of the Earth and would display the level of technology that mankind was at when disaster struck. I also wanted to make something simple but with a redesign to imply the timeframe that the asset would be set in. Because of this, I thought about how they currently look with a fairly timeless shape but altered it to include a much more angular design. I also included LEDs below the lamp to light it rather than a hard cased light source being inset in the light. It’s nothing too over the top for a set piece but I believe that it looks effective in conveying the story of the game or film and would work well as a stand-alone asset.

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Lamp Post Top

As you can see above, I also rendered out this spinning showcase of the lamppost to get to grips with presenting the 3D model in a professional manner as is seen in 3D modelling showreels. This is something that would be displayed next to other rotating assets for a scene breakdown in a behind the scenes piece.

Link to the Sketchfab viewer!