Substance lecture
- kt1g19
- Jun 2, 2021
- 2 min read
In the last lecture it was about making basic shapes of a character sculpt and after you’ve created sculpt you’d have to retopologise the model so that you can put it onto substance, this lecture would be a continuation of that lecture, but we’ll be talking more about the texturing and substance side of things.
If you put the high poly mesh into the game engine it could probably break the engine and the game will not work it would just be too much for the game engine to comprehend. So to have the model in the game without losing any detail of the high poly model is to retopolgise the high Poly model put it into texturing software put it back into the 3D modelling software and import it back into the game engine. Retopology is when you create a low Poly cast of the original high Poly model this is to this is to make the transition to 3D modelling to game engine tool to be a much smoother process.
Callum was detailing his process of getting the retopology model into substance, first go on to export Wavefronts obj , when you export models obj format it will have different options when putting your models into substance will have to use selection only and objects as obj objects. when it comes to the exporting you use the low Poly model on the cage model and the high Poly model.
you go to substance and create a new project:
Template - PBR – metallic roughness (algorithmic)
Document resolution – 2048
You use the low poly model of the new project, After that you bake the HP into the LP model you put the output size into 2048 and put the high definition model into the high definition meshes and bake into it.
When learning how to paint on substance, you put in a fill layer and within this space layer, there are different types of Heights roughness and CV this is useful the brush tool when you put the paint onto the brush for example if you painted the model red, On a freeze the Heights the paints Heights would increase so it would look thicker.
After your done with your textures, you will have to export the textures the output template would depend on what engine you're gonna put the model in the context of this project the output template would be unity HD Bender pipeline After that you these touches on to blunder why using the low Poly model.
Setting I'll be doing environment arts I would have to be a bit more familiar when it comes to substance don't have to main textures who the world and other houses.
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