OLD
NEW
Referance Image
Wireframe
Shaded
UVs
Hand Painted Textures
Substance
Base Colour
Base Colour
Occlusion + Metallic + Roughness
Occlusion + Metallic + Roughness
Unreal Engine 4
UPDATES to Textures Workflow
Firstly I duplicated the mesh and named on high and one low, created materials on the high for a baked ID map. The high mesh didn't have any further detail and was only used for ID reasons. I used this so that the base train mesh still only had one texture slot
ID Map High Mesh
ID Map High Mesh
I also made a cage mesh to help with accurate baking
Cage Mesh
Cage Mesh
Substance
For the new textures, I did the hand painting process completely within substance painter. Whilst my hand painting in some areas are slightly wobbly, the material properties appear much better, which is also due to how I exported and arranged the maps within engine
NEW exported Texture Maps
Ambient Occlusion
Ambient Occlusion
Base colour
Base colour
Normal
Normal
Roughness
Roughness
Metalic
Metalic
Unreal Engine 4 Implementation
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