Week 5- Sketchfab

This week we got a reintroduction to UV mapping which was a big help for me and I am still finding it difficult to master in my head. We also got to learn about sketchfab and how to real time render.

I liked this a lot as it meant a little more practice at substance painter as well as finding out about different file types and how they can be used. We already knew about the FBX file type in Maya, and how to bring it into substance but it was good to learn the new settings needed for bringing your substance textures into Sketchfab.

In order to practice this, we used a model of a watering can which we textured in substance painter. I chose to go with a painted red body of the watering can, with metal extra parts. After I was happy with the base, and the roughness, I decided to add some rust to really bring it to life and to make it stand out more.

Once I was happy with the model and I had baked my mesh maps, I exported my textures as a sketchfab file. This then allowed me to upload my FBX file (which I had exported from maya) onto sketchfab where I could apply the different maps such as Albedo, roughness, normal and AO. Once I was happy with the final model, I was able to play about with the different settings sketchfab offers, such as depth of field and shadow, midtones and highlights until I was happy with my piece.

https://sketchfab.com/Jasmine_Sheppard

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