Once Again another quick update, spent this week finishing all my models for the group. And also unwrapped and textured them.
These are the assets i was put in charge of, I did my best to keep them as close to my concepts as possible but also to fit with in the white box you saw in my last post.
Texturing for this project has been very difficult because we are only allowed 10x 1024 maps which isn't that many when considering the amount of assets and the scale of our level. For these reasons i had to put everything i made on to 1 texture sheet. this part of the brief means that we have had to be smart with everything we put into the texture sheet. A lot of the texture sheets have been broken into 512s and tileables in order stretch out the limitations
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Albedo |
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Roughness |
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Normal |
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Metalness |
I personally feel i have got a lot better a using PBR during this project. I haven't really talked about PBR this year. PBR stands for physically based rendering and its the new way we texture assets in the UE4 engine. In the past we used diffuse and specular maps, but now we use Albedo, Rougness and metalness maps, i believe we get much more impressive results using this. Here is a really helpful article on PBR which i have been referring to during all my projects texturing stages.
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