For this week, we had to create a second pass of the environment, which meant upresing the models, adding more details etc.
I unwrapped the various models first, then I polished them up a bit so the extra bevels and other upresing elements would transfer over to the UVs automatically. Even so, the transfer wasn't entirely perfect, and I had to go back to the UV Editor, and rescale some of the meshes to get a decent layout.
After this process, I applied materials to the meshes, exported them to Substance Painter, and baked the various maps Unreal will eventually use on the same mesh (by that, I mean using the low poly mesh as the high poly mesh since I didn't have any Zbrush sculpted versions as of that point). These textures included Normal and ORM (Occlusion, Roughness, and Metallic).
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