BGP – Low-Poly, Baking and Textures

Hello!!

This week has been about low poly modelling, baking and texturing the first vehicle. And this is the final result! Weho!

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These screenshots are taken in our Unity project, whit shaders done by our technical artist Valdemar. So this is basically how the car will look later on in the game. I might do some small changes on the textures or other small things but it is practically done. Making it took a little bit too much time, but if I get time there will be more cars. We are aiming for at least two cars for GGC, but the optimal (most fun) would be four different cars.

Here is the low-poly

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It is modelled with 6594 triangles, which is a little bit low as I was given a limit with 10k, but as long as it looks okay and you can’t see the polygons there is no need to go higher. Actually you would rather want to hunt down triangles as it boosts the FPS of the game later on with fewer triangles to render, and as we are aiming for at least 60 FPS in our final game it is nice to have optimised models.

Substance-Designer-Coupons

When baking the normal and ambient for my high-poly I bought and used a completely new (for me) program called Substance Designer 5. Substance Designer is a program used for creating materials and textures for your 3D-models. I know I last week mentioned using z-brush for creating the details on the high poly and then bake it all down to the low-poly. But instead I tried out some of the features in Substance Designer and could, instead of modelling and draw the wear and tear, do masks in Photoshop and apply filters form Substance according to them with information from baked curvature, positions and ambient occlusion maps.

Here is the node-system in Substance Designer

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This is how my node-system looked like in substance designer. This for just the “Body” of the car but the mind set was the same for all parts of the vehicle. I basically used a curvature map to mask the scratches to go over hard edges and corners. And then I used two position masks to make the dirt come from the lower and front parts of the vehicle and fade away higher up on it to simulate the harsh dusty climate of our game environment.

Finally I will just show the final textures for this Vehicle

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Body-Texture

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Frame-Texture

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Engine-Texture

The normal, roughness and metallic is in the bottom left of each picture.

Well thats all for this week! See ya!
-Lui

About Ludwig Lindstål

2013 Graphics