For the final render, I did the lighting and rendering while the set was built by Tayler Edwards. I made the piles of leaves using Pflow.
I find the most difficult part of the Substance to Vray workflow is getting metals to look metallic. While game engines tend to provide accurate results with less tweaking, it is always an uphill struggle to get materials looking exactly like what I had in Substance. |
Assets in blue were made by myself; everything else by my co-worker, Tayler Edwards.
While originally these assets were for an animated short, Tayler and I decided to collaborate and put our assets together to form a more cohesive piece. We decided that he would produce all the necessary assets for the back wall (the "hero" piece) and I was to make everything on the right side, ground and smaller assets that populated the scene. |
ASSETS IN DETAIL
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The entire building was made modularly and can stack infinitely vertically or widen horizontally; this building's modular pieces must also fit other building assets currently in production. All bricks and cobblestone were initially made in Substance Designer. Heightmaps were then exported and sent to zBrush for further detailing and manual fixes, due to my inexperience with Substance Designer. The cobblestones were displaced for the render.
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I heavily relied on "floaters" for baking normal details. Baking ColourID maps was integral for creating accurate masks that allowed me to procudrually texture without having to manually paint masks. Without ColourIDs, masking floaters such as the flower details on the window or lacing on the curtain becomes both tedious and highly prone to human error. These assets were designed, modeled, UV'ed and textured in about four 6-hour work days.
I tried producing a finished asset every 2-4 hours. |