E
arly renders of my complete game-ready Red King Crab model.
Overall, I am really happy with how the model turned out. Seeing as this is the first actual organic sculpt I have done since Uni, I am rather pleased with the turnaround time.
After experimenting with Substance Painter the past few months, I have really come to appreciate the software. The layer system is very intuitive for users familiar with Adobe. Even coming from other 3D software, within just a few hours, it was easy to learn. Once done texturing, you can use the built-in render (Iray) within seconds.
Jason Bartlett ©
My favourite feature is being able to see directional lighting in the 3D and 2D viewport (as seen below). While holding down shift and right click, you can preview (in real-time) how the light interacts with your model. This is super helpful when quickly texturing, as you can see how the light reacts with the surface details on the subject and easily adjust the different map accordingly.
I'm really looking forward to implementing this model with other assets, later down the line; such as in pots and nets etc. In addition to this, I can use this model as a template for creating different crab species found in the Bering Sea!
In general, this model has been quite special, as it has helped me re-centre my workflow using a new piece of software, as well as the entire project as a whole...that being the game set on board a crab fishing vessel after all!
Thanks for reading :)
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