I confess much of this week I've been a hermit. I've only really seen the outside when walking to lectures on Monday and back again. There is also an excellent reason for this!
I downloaded Substance Designer and a set of programs from the "Quixel Suite" (including nDo - normal maps, dDo - similar to Substance Designer from what I've deduced, finally 3Do - an extremely useful tool allowing to see your asset in PBR lighting scenarios). The whole of this week was really just testing the water with these programs and getting used to them. I've made a few test materials in Substance Designer but I'm saving that more for next week.
This week I've mostly been focusing on nDo and creating the normal maps for my truck. The reason I actually chose nDo as a program to work from is that I see a benefit from the way it creates normal maps. To create normals in nDo you draw and edit vector shapes straight into photoshop without having to model a high-poly version and bake the information onto the model. This is an incredible advantage to hard surface texturing, as i don't have to make a completely new model to bake my normals! But in all honesty that's pretty much all I've been able to do project-wise with this week.
However, I did also start my own project. I've decided to aid my knowledge of PBR texturing by making a petrol station. Hopefully this will familiarize myself with the programs better, alongside doing my Toyota Hilux project. I doubt I'll be able to finish off this petrol station but I managed to do most of the modelling rather swiftly (I'm really getting the hang of this modelling thing now!). Anyway, here are the updates from the past week:
Screenshot from 3Do |
normal painted in nDo |
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