The link above provides a thorough run through of a 3D Artist designing and building modular assets for buildings, which is something to consider for my Final project.
The artist makes a point of analysing photo reference to capture key elements of buildings that can be reused and re purposed, even detailing a method that allows for the colours to be switched using colour overlays in Unreal.
He uses PBR maps, using a workflow similar to a metallic/roughness workflow outlined by Allegorithmic Documentation (McDermott, 2015) Utilising Base Colour, Metallic, Specular and Roughness maps, each using inputs from 0 to 1.
Sources
Docs.unrealengine.com. (2017). Physically Based Materials. [online] Available at: https://docs.unrealengine.com/latest/INT/Engine/Rendering/Materials/PhysicallyBased/ [Accessed 18 Oct. 2017].
McDermott, W. (2015). The Comprehensive PBR
Guide Vol. 2. 1st ed. [ebook] Allegorithmic. Available at:
https://www.allegorithmic.com/pbr-guide [Accessed 17 Oct. 2017].
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