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
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.
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 2018.3.2HDRI Shipyard Buildings, Back Right
HDRI Provided with Substance Painter by Allegorithmic. Rendered in Substance Painter 2018.3.2HDRI Shipyard Buildings, Front Left
HDRI Provided with Substance Painter by Allegorithmic. Rendered in Substance Painter 2018.3.2HDRI Shipyard Buildings, Front Right
HDRI Provided with Substance Painter by Allegorithmic. Rendered in Substance Painter 2018.3.2HDRI Tomoco Studio
HDRI Provided with Substance Painter by Allegorithmic. Rendered in Substance Painter 2018.3.2HDRI Whipple Creek Park
HDRI Background Image Author, Philip Modin. Rendered in Substance Painter 2018.3.2HDRI Summer Stage 2
HDRI Background Image Author, Sergej Majboroda. Rendered in Substance Painter 2018.3.2CLOSE UP RENDERS OF THE NORMAL DETAILS
These are rendered detail shots of the normal map applied without the base color or roughness values.