Dagger

Dagger Model Created By: Frank Pereira
Dagger Model Created By: Frank Pereira

Understanding how the process works for doing the UV set up for Substance Painter and creating the textures in the program is actually pretty simple. The reason why we have to create a UV for our dagger is so our textures will appear in the right place when we paint on the dagger in Substance Painter. There is also a reason why we had to create 3 different daggers since they all have a important role to play in Substance Painter.

The ID dagger is used to point out the specific areas that we want to paint on in Substance Painter. The high poly is used so it could add more detail to the textures when we put it on the low poly model. These two models are important to make our lives easier when we jump into Substance Painter.

In Substance Painter we work in PBR Metallic Roughness because overall it gives us better lighting on our model. The difference between materials and smart materials is that with smart materials we get to customize how it is going to look on our dagger more deeply compared to regular materials.

Now everything was running smoothly until you might realize that the front of the dagger when it comes to textures is flipped compared to the back of the dagger. Sadly you will have to fix up your UV’s back in Maya and rebake the maps that you have made on your model in Substance Painter because if you do not the textures will either not appear in Maya or simply disappear.

Once everything is completed you will have to export your dagger in two different ways which is going to be one for Maya and one for Unity. Make sure to add in the Ambient Occlusion so it does not get left out when you export the dagger. Both Unity and Maya has their own way of defining textures for their objects so it is incredibly important to export your dagger to their texture setup or else the textures that you have put in Substance Painter will not show up correctly in their programs.

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