© 2020 by  Gregory A. McDonald

DIESEL GENERATOR | ENVIRONMENT PROP

This is an environment prop that I am working on as a personal project.  The purpose is to use this for future staging in an environment scene.  My goal is to demonstrate a step-by-step process breakdown for modeling assets.  The end result is to achieve a photo realistic look with a game model.  This model is textured using a PBR Metal Rough texture pipeline with the intention to bring into Unreal Engine.  As you scroll through the gallery, I  break down my production pipeline of this model and provide renders of the model in different lighting scenarios.

 

I have created a Polycount.com forum thread for this project to share my process and it can be viewed here.

SOFTWARE USED:

• High res modeled in Maya 2018

• Low res modeled in Maya 2018

• Supporting textures were baked in Marmoset Toolbag 3.6

• Textured in Substance Painter 2018.3.2

• Rendered in Substance Painter's  Iray & Marmoset Toolbag 3.6

  • MAYA
  • MARMOSET TOOLBAG
  • SUBSTANCE PAINTER
  • Photoshop

MY PRODUCTION WORKFLOW

Below are the production workflow steps beginning with gathering reference images, then moving into the high poly to low poly modeling workflow, followed by baking supporting maps and finishing with texturing and rendering.

1. GATHERING REFERENCE
2. HIGH POLY USING CREASE SETS
3. SETTING UP COLOR ID's
4. FLOATERS WITH CUSTOM COLOR ID's
5. HIGH POLY FLOATERS
6. LOW POLY, SUBDIVIDE AND CONFORM
7. LOW POLY, INTERSECT WHEN NEEDED
8. LOW POLY FINAL, LEFT SIDE
9. LOW POLY & UV FINAL, RIGHT SIDE
10. SETTING UP BAKING GROUPS
11. BAKING SETUP IN MARMOSET TOOLBAG
12. ADJUST AVERAGE/EXPLICIT NORMALS
13. FINAL NORMAL BAKE, LEFT
14. FINAL NORMAL BAKE, RIGHT
15. FINAL AO BAKE WITH WIRE, RIGHT
16. FINAL AO BAKE WITH WIRE, LEFT
17. TETURING IN SUBSTANCE PAINTER
18. PBR COMBINED TEXTURES
19. PBR SEPERATE TEXTURES
20. PBR SPLIT RENDER
21. FULL RENDER
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CHECKING THE PBR TEXTURES WITH LIGHTING

When I finished texturing in Substance Painter, I used Iray to render lighting back plates.  This is important to see how the PBR textures hold up in different lighting environments because certain roughness and dielectric material values such as metals can look different in each lighting scenario. To have truly correct PBR, a prop should look correct in any environment lighting.  I ensure that the white and black values are staying within the correct range and that the model is correctly lit in both daylight and low lighting settings.  The renders are also used to see the object in the context of the scene itself and its lighting.  Although blank background studio renders look great in clean studio lighting, using a number of these lighting scenarios with a blank background would not give an accurate representation without a similarly lit background and supporting scene to ground the lighting and color changes.

HDRI Shipyard Buildings, Back Left
HDRI Provided with Substance Painter by Allegorithmic. Rendered in Substance Painter 2018.3.2
HDRI Shipyard Buildings, Back Right
HDRI Provided with Substance Painter by Allegorithmic. Rendered in Substance Painter 2018.3.2
HDRI Shipyard Buildings, Front Left
HDRI Provided with Substance Painter by Allegorithmic. Rendered in Substance Painter 2018.3.2
HDRI Shipyard Buildings, Front Right
HDRI Provided with Substance Painter by Allegorithmic. Rendered in Substance Painter 2018.3.2
HDRI Tomoco Studio
HDRI Provided with Substance Painter by Allegorithmic. Rendered in Substance Painter 2018.3.2
HDRI Blue Grotto
HDRI Background Image Author, Greg Zaal. Rendered in Substance Painter 2018.3.2
HDRI Garage
HDRI Background Image Author, Greg Zaal. Rendered in Substance Painter 2018.3.2
HDRI Kiara 3 Morning
HDRI Background Image Author, Greg Zaal. Rendered in Substance Painter 2018.3.2
HDRI Whipple Creek Park
HDRI Background Image Author, Philip Modin. Rendered in Substance Painter 2018.3.2
HDRI Summer Stage 2
HDRI Background Image Author, Sergej Majboroda. Rendered in Substance Painter 2018.3.2
HDRI Summer Stage 1
HDRI Background Image Author, Sergej Majboroda. Rendered in Substance Painter 2018.3.2
HDRI River Rocks
HDRI Background Image Author, Greg Zaal. Rendered in Substance Painter 2018.3.2
HDRI Lot 2
HDRI Background Image Author, Greg Zaal. Rendered in Substance Painter 2018.3.2
HDRI Cave Wall
HDRI Background Image Author, Greg Zaal. Rendered in Substance Painter 2018.3.2
HDRI Pink Sunrise
HDRI Background Image Author, Greg Zaal. Rendered in Substance Painter 2018.3.2
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CLOSE UP RENDERS OF THE NORMAL DETAILS

These are rendered detail shots of the normal map applied without the base color or roughness values.