373 Final: Sprint 5

    I made considerable progress this sprint, specifically regarding the IDing and Texturing. Sprint 5 encapsulated Thanksgiving break, and I ended up working a bit on the project during that time as well.

The first think I did was actually revert to a older save. Somewhere along the line I seemed to have lost the UVed version of half my ship model. Luckily I tend to do separate save files every 30 minutes. I ended up grabbing the UVed version from a week old save, and dragging it to the current one. After the issue was resolved, I made the IDs.

I also made the final resizing of the models to match their true scale. Everything was already made in meters, but there still had to be some adjustments in order to make the models be proportionate relative to the player.

    After the ID's were all done, I brought over the ship to Substance Painter. The ship is in two separate parts, as it has two different UV maps. So I made sure to save all my color, roughness, and metallic values to make it so my values were consistent between these two separate maps.

Here's the first Texture set from the ship:




It was really important to me to get "weathering" correct on the ship, as the reference skin I used seem to have a significant amount of the blue paint near the rims be chipped away, exposing more reflective metal. Here's The reference I used for the color scheme.



And here's the 2nd part of the ship, which contains the mid section, tail, engines, and fin. I used a large varieties of stamps to add in dirt and rust. The only decals per say that I used were two golden stripes near the front of the ship. All the other paint based details I was able to map during the ID phase. I also used normal stamps to fake depth, I used this a ton all over the ship, but its by far the most noticeable on the center fin, and also the top middle body of the ship where there is a long black strip of exposed machinery.






I need to throw the two separate parts in Unity and combine them, but for the most part, the ship models and textures are completely done. We might end up adding more emission, and potentially particles to the engine exhausts. Lastly, we have the props.



These went a lot faster, as they are far less detailed over all. The hut does not even include any dirt masks or stamps, due to the far range it will be placed from the player. The crate and zipline are far more refined, as these will both be interactable with the player.

I was pretty happy with the progress I got done, and I believe we are on track to finish this project on time, with a very well fleshed out showcase. Unless the lead gives me more modeling work, I'd imagine we will be working pretty exclusively in Unity from here on out.



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