During this week, I had started texturing a some of the objects for the Unreal Engine World Project. These textures were made for the road and the table of the world.

Texturing the objects

The first thing that I needed to do was get the file from the google drive that my team set up. So that what I did. Once the model was downloaded, I made sure that everything worked and that every edge was connected to each other to create the mesh object.

All that was left was to export the objects separately as FBX by going onto file and export selection. Now, I am ready to start texturing. As I was about to texture, the group member told me that both the chair and table must have emissive light around the rim of the table and chair. However, everything else on the chair can be modified in terms of textures.

So, I googled on Youtube how to do emissive lighting on an object in substance painter and got a bunch of results which really helped me a lot when working on some of the assests. To do the emissive effect, Firstly I had to go into the Texture Set Settings and scrolled all the way down to where it says Baked Mesh. This will allow for the object to hold better information about the 3D texture. For example using the height layer which allows to make things appear in depth without changing the mesh. When clicking on Bake Mesh Maps, This prompts a window which will ask us to make any changes to the textures or just click again to Bake Selected Textures to allow the object to have depth.

For the Emissive part, I firstly selected the rim light of the chair at the top in the layers tab. Then clicked on the screen with a gear icon which is at the top right side of the screen which pops up a menu. With it I can increase the intensity of the light by using the sliders in the menu. Once I I get a satisfying result, I move onto the texturing.

For the texturing, I wanted to give the chair a more fancy and futuristic look. So firstly, I wanted to add a metal surface to the chair. To do that, I firstly, put one whole colour to unify the whole object by going onto the bucket on the right side of the screen. This will apply the base colour of the object. After that, I will go onto its settings at the bottom right of the screen. With this I have to disbale a few modes. These are Normal, Height, Emissive and Roughness. Also on a side note, for the emissive part of the chair and table I had to disable everything except emissive.

Anyways, to get the metal feel, I used the slider underneath the base colour and dragged it towards the other side to make the object more reflective and also shinier. Once I am satisfied with the result, I try to add a different tone to the metal by using a painting layer and a darker colour of the original alongside making sure to give it a similar setting to the base colour of the chair. Now all I do is use the brush to pain on the lower support bar of the chair to give it some differences.

Once thats done, I wanted to add a lot more depth to the metallic chair. The first thing that I wanted to use was the Height setting. This allows me to add depth without completely changing the model itself. To do this, I firstly loaded a full black colour fill onto the whole model. Then right clicked onto the layer and selected a black mask. With this I can use my paint brush to paint anywhere I want the black colour to appear. I firstly marked out the pattern on the chair normally using the symmetry tool at the top of the screen. Once that was marked, I went onto the settings of the colour layer and increased the depth of the Height using the sliders. Before moving onto the table,  I wanted add a bit of realism to the object. When looking at a lot of bars in real life, some of them begin to show that they are beginning to get worn out. For example they will look less shiny or they would begin to have scratches on the metal. So I did that buy again making a fill layer and choosing a greyish colour with roughness turned on, using the black and different brush presets to give the illusion of it being worn out and as a story telling device to suggest that the place has been visited a lot by people.

Once that I done, I go onto file and export texture and save it into the Maya project file and hit export. The same process goes for the table as well when it comes to both texturing and and exporting.

As for the roads, thinks are different. While the procedure is similar like the chair, there are a few things have changed. For the texture, I had to give the impression the road was made out of concrete. So, I had to use the Roughness mode instead of the Metallic mode to give it a closer resemblance to a road. The really help it with the feel of concrete, I have to use a dirt generator alongside the Height slider. Firstly to get to the dirt generator, I have to use a fill layer with a darker tone than the road along side having a black mask. Again, I right click onto the black mask and select generator. this will display a new option at the bottom right of the screen. Then clicking onto the no generator, will get me a small window where I will have a few options. Once selecting the dirt generator, the options change. With it I can tweak the level, amount and contrast of dirt. Once, I am satisfied with the settings, Now I went back onto the colour fill and adjusted the height level which now gives it a more convincing concrete look.

Now that we got the base of the concrete all that’s left is add other things like the curb colour by using another fill with a black mask along side using the black lines to create a pattern in the road. For the emissive parts, I did the same thing with the black mask but only had the Emissive mode active and changed its colour to a bright pink.

Once every road was done, I exported all of the textures and put it in the Google Drive folder for the group.

Overall

I am overall pretty happy with how this week with what I have gotten done. Probably my favourite thing to do was to texture the objects. I also loved that I was organised this time around and I got to finish the assets within a week.

 

Leave a Reply

Your email address will not be published. Required fields are marked *