Tuesday, May 4, 2021

getting into PBR and procedural stuff

so recently I just had to start learning all the new big boy toys, PBR and Procedural texturing and after 2 months of RnD as well as actual work for a client I managed to learn a lot. here is some progress
Basically it was texture set up for the actual object texture map masked by a procedural damage map and that mask influences the transition between those two textures in color and bump information, it was an interesting learning process, if you want the node set up drop me an email or comment. after I learned that I thought I had enough learning on the PBR texturing and time to move to substance painter and it was a very interesting learning experience. this video tutorial was a massive help helped me understand the complete process through a proper example instead the usual information over load that comes with any tutorial now days, after a little of trial and error I got to those results ( the client's work )
after learning a lot through these 3 Characters I challenged my self in creating one of my own character monster within a single day because...why not! XD
it was a really interesting experience and am really looking forward to producing my own designs usuing this pipeline. this whole process started at March 14 where it begin with playing with blender nodes procedural texturing and masking as an RnD for a coming project and ended May 3rd including the 3 characters ( each took 1 week plus ) cause each had a damaged version and I had to work around the technical issues that came with that. those technical issues I face where when I tried to seperate body parts from the model to replace them with damaged parts, rigging, deformation, normals breaking, A LOT of issues. I resolved the rigging and deformation issues by seperating parts AFTER rigging and paintweight was done and making sure not to play around with the areas that had seams, duplicating those limbs maintaining their rigs and modifying the model with the texture map to create damaged versions. second issue was the normals and that was a bit of a headache and I think we still need better tools for that, when I seperate a mesh from the model the software (Blender) adjusts the normals of that seam which breaks the normals direction. so I solved that issue by pain stackingly duplicating the regular model as a reference point, copy the normal of the vertex ONE BY ONE! and pasting them to the verticies of the body parts, there is no batching process for this as far as I know, if there are any tools that can do this better, please do inform me. anyway, that is the latest update here, Good Knight is still going and soon will be at G-Core show offline gaming evening in Beijing with the help of our lovely publishers at DoubleThink Games. massive updates to GoodKnight coming soon. if you got any questions feel free to comment below or email me. wishing you a fantastic day ahead. ps : you can check these works on artstation as well