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Week 6 - Texturing

This week will be split into 3 segments trim sheets, props, and tile-able textures. the plan is to create textures for the trim sheets designed for the architecture of the scene. The prop textures for individual props are like the hero asset. Then the tillable texture in substance designer for the terrain of the scene.



Trim Sheets


Sandstone Trim
Sandstone Trim

Wood Trim
Wood Trim

Metal Trim
Metal Trim











These three trims sheets where modelled in Autodesk Maya (low poly), sculpted in Zbrush, then textured in substance painter. To add these textures onto the wanted model I imported these texture maps into Autodesk Maya then unwrapped the UVs alongside the texture map





props

Hero Asset
Hero Asset

















The hero asset followed a very similar process to the trim sheet the only difference is it has its own UV, High Poly and the model is UVed before the texturing process.



Tile-able texture

Sand
Sand

The tile-able texture is the only set of textures made in substance designer. The reason for this is this will be used for the terrain in unreal engine 5 further down the project which its important the texture to be seamless to have a smooth tiled textured.




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