Two days to complete
This is the process of asset development of the sword Glamdring from The Hobbit Movies 
(Asset Development Practice)
High Poly Topology
43,000
ID Map High Poly (Materials)
ID Materials (4 Texture Sets)
ID Materials (4 Texture Sets)
ID Map via Vertex Colours (1 Texture Set)
ID Map via Vertex Colours (1 Texture Set)
Originally I was using materials to create ID maps for texturing in substance, but recently found that vertex colours could create the same effect and reduce the amount of texture sets and ultimately maps need to texture an asset
Low Poly
4,500 Triangles
Low Poly UVs
Substance Painter
Ambient Occlusion Map
Ambient Occlusion Map
Base Colour
Base Colour
Roughness Map
Roughness Map
Metallic Map
Metallic Map
Normal Map
Normal Map
Unreal Engine 04
I went back into substance painter and adjusted the roughness of the guard and pommel, so these parts became clearer and more distinct from the rest of the blade. 
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