Difference between revisions of "2018"

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(Created page with "Equipment Haul * Vuze 360 * Einscan * Structure Sensor * Vive * iPad")
 
 
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* Vive
 
* Vive
 
* iPad
 
* iPad
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== 3D Workflow ==
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 +
Substance Approach
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 +
1. Sculpt high-poly
 +
 +
2. Export high-poly to 3d package of choice (3DS Max, Maya, Blender, etcetera)
 +
 +
3. Retopologize a low-poly over your high-poly sculpt
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 +
4. UV Map/Unwrap the low-poly sculpt
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 +
5. Export the high-poly from your 3D package of choice to FBX (or .obj but I like .fbx better)
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 +
6. Export the low-poly from your 3D package of choice to FBX (or .obj but I like .fbx better again)
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 +
7. Import both high-poly and low-poly into Substance Designer or xNormal
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8. Bake the following maps
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a. Normal
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b. ambient occlusion
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c. color_id
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***Note: Bakes are typically more successful if it is exploded and a cage is used (cage should match your low-poly vertices 100% with a slight "push" applied)
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9. Alter color_id map in photoshop or GIMP to align specific UV islands to materials (not texture, think about what the material make-up of that piece is. Is it chrome? silver? wool? polyester? grease? etcetera) -- same material should get same color (e.g. all light chrome is red, all dark chrome is dark red, all wood is blue, etcetera)
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10. Re-import new color_id map into Substance Designer
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 +
11. Import low-poly into substance designer/painter (if you used xNormal to bake maps)
 +
 +
12. Import Normal and Ambient occlusion maps into Designer/Painter (again, if you used xNormal to bake maps)
 +
 +
13. Begin creating materials using either Substance Designer/Painter. You may use the color_id map that you edited previously to stop bleeding while painting/creating your tiling materials.
 +
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14. When you are finished with your materials, you can reveal specific attributes to be altered IN-ENGINE (eg. dirt, rust, water, etcetera)
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15. IF YOU CANNOT OPEN THE SUBSTANCE PACKAGE IN YOUR ENGINE OF CHOICE (Unity has plug-in support, Unreal Engine 4 requires a different branch of the engine you can download at Allegorithmic's site) -- then you will need to right-click each individual output material and export, then import into your engine along with your low-poly and apply all the maps to your low-poly asset.
 +
 +
16. IF YOU CAN OPEN SUBSTANCE PACKAGE IN YOUR ENGINE OF CHOICE - import your low-poly asset and your substance package, apply that package to your asset. Enjoy the fact that those attributes you revealed earlier are easily changed IN-ENGINE if you want to make changes.
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17. Take a high quality screenshot/video in-engine.
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== PBR references ==
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* https://docs.google.com/document/d/1Fb9_KgCo0noxROKN4iT8ntTbx913e-t4Wc2nMRWPzNk/edit?pli=1
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* http://www.artisaverb.info/PBT.html
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* Roughness - http://polycount.com/discussion/comment/2056239#Comment_2056239
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* https://www.allegorithmic.com/pbr-guide

Latest revision as of 11:38, 24 February 2018

Equipment Haul

  • Vuze 360
  • Einscan
  • Structure Sensor
  • Vive
  • iPad

3D Workflow

Substance Approach

1. Sculpt high-poly

2. Export high-poly to 3d package of choice (3DS Max, Maya, Blender, etcetera)

3. Retopologize a low-poly over your high-poly sculpt

4. UV Map/Unwrap the low-poly sculpt

5. Export the high-poly from your 3D package of choice to FBX (or .obj but I like .fbx better)

6. Export the low-poly from your 3D package of choice to FBX (or .obj but I like .fbx better again)

7. Import both high-poly and low-poly into Substance Designer or xNormal

8. Bake the following maps

a. Normal

b. ambient occlusion

c. color_id

      • Note: Bakes are typically more successful if it is exploded and a cage is used (cage should match your low-poly vertices 100% with a slight "push" applied)

9. Alter color_id map in photoshop or GIMP to align specific UV islands to materials (not texture, think about what the material make-up of that piece is. Is it chrome? silver? wool? polyester? grease? etcetera) -- same material should get same color (e.g. all light chrome is red, all dark chrome is dark red, all wood is blue, etcetera)

10. Re-import new color_id map into Substance Designer

11. Import low-poly into substance designer/painter (if you used xNormal to bake maps)

12. Import Normal and Ambient occlusion maps into Designer/Painter (again, if you used xNormal to bake maps)

13. Begin creating materials using either Substance Designer/Painter. You may use the color_id map that you edited previously to stop bleeding while painting/creating your tiling materials.

14. When you are finished with your materials, you can reveal specific attributes to be altered IN-ENGINE (eg. dirt, rust, water, etcetera)

15. IF YOU CANNOT OPEN THE SUBSTANCE PACKAGE IN YOUR ENGINE OF CHOICE (Unity has plug-in support, Unreal Engine 4 requires a different branch of the engine you can download at Allegorithmic's site) -- then you will need to right-click each individual output material and export, then import into your engine along with your low-poly and apply all the maps to your low-poly asset.

16. IF YOU CAN OPEN SUBSTANCE PACKAGE IN YOUR ENGINE OF CHOICE - import your low-poly asset and your substance package, apply that package to your asset. Enjoy the fact that those attributes you revealed earlier are easily changed IN-ENGINE if you want to make changes.

17. Take a high quality screenshot/video in-engine.

PBR references