![]() No, that doesn’t mean I can’t see color though I get that question all the time. Speaking of color, this for me is always one of the more difficult parts of the process being that I’m slightly colorblind. Start with larger shapes/textures and then continue down to the tiny details such as cracks, scratches, or nicks. Most of the tutorials or breakdowns I read suggested it’s better to first work in black and white with the Height and Normal Maps. I started out with the most straightforward texture, the stucco brick as it would cover a large area of the house. So for instance, after I created the wood roof I was able to make some variations to the detail as well as use the Ultimate Trim Generator from Justen Lazzaro to create my wood/metal and stone trim sheets. The nice thing with Substance Designer is once you get something you like, you can easily translate it into new assets. This was achieved by plugging the heightmap into a normal node, using a curvature or Grayscale Conversion node, and finally levels to get specific edges. I especially liked his method for creating highlights, top-down lighting, and shadows. Breaking down his Substance files gave me a really good understanding of creating stylized shapes and textures. I also grabbed Alexander Galloway’s free Overwatch stylized Substance materials and purchased his second set. After watching 3dEx’s sped-up YouTube videos with voiceover, I subscribed to his Patreon. I referenced a lot of tutorials online and on YouTube as well as purchased a few Designer files. While I had previously followed tutorials to create Substance Designer materials, this was my first time creating my own. After creating their final low poly asset I simply unwrapped their UVs and baked them to their final low poly model inside Substance Painter. The trees, the axe and hook, the tree stump, and the ground plane got their own unique UV sets. Then I just applied the separate materials within Unreal. I applied different materials to each of the pieces so their UVs would line up correctly with the right material. I’m sure this was not the best way of going about this asset but I was foremost focused on making the scene look good. In the end, the entire house was merged together as one model with all of the UV maps overlapping along with a second UV set for lightmaps. Most of what I did was to apply the trim sheet textures in Maya and map each of the buildings' different pieces properly to it. It includes a few UV Mapping toolboxes that helped to speed up the process. But this really helped me correct the overall proportions and nail the final look of the piece.įor unwrapping, I used a mix of Maya’s base tools but also downloaded Malcolm Andrieshyn’s MEL Script Mega Pack for Maya on Gumroad. I had previously just had my concept on one screen and compared it to my Unreal scene. His trick of setting up a plane with the concept image with a panning mask applied in front of the camera in Unreal was incredibly helpful. He has a 10-minute video about matching the perspective and composition of your concept. It wasn’t until the end that I came across a great 80 Level article from Taylor Harris. One thing that you’ll notice is that the house and overall scene look close to the concept but do not capture it 100% as the overall shapes are more straight and stiff. If I were to go back I’d use the suggestion I received to sculpt three to four planks, bake them, and use those to create the roof. Looking back I should’ve added an end cap for them onto the wood trim sheet but I didn’t think about that till after the project. Others like the wood roof I reworked till pretty much the end of the project. Some assets like the wood beams or planks I was pretty happy with from the beginning. I then started slowly going through the blockout models and refining them to their final form. At first I roughly UV mapped the block-in assets and applied the materials in UE4 just to get an idea of how they looked in the engine. Once I had a set style of texturing down I made sure to create the textures which would cover the most area the tileable stucco brick, tileable wood roof, and the wood trim sheet. Since one of my main aims was to utilize trim sheets as much as possible with this project, I actually focused on creating the trim sheets and tileable textures first.
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