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Week 5: Further Refinements

  • Writer: Jack Ferrari
    Jack Ferrari
  • Feb 23, 2024
  • 2 min read

Updated: May 1, 2024

THE EIGHTH STEP

Moving on from my previous brick texture creation, I wanted to take it into Unreal and apply them to my models. Exporting from sampler I dragged in the required files following alongside the mural board on the Learning Space, connecting outputs where required and utilising a TexCoord Node to tile the texture as desired.


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Unreal Brick Texture Setup: Brick Texture Test


However, dragging the texture on the model The UV's were in complete disarray, caused by the lack of proper unwrapping yet. This combined with the lack of Texel density cohesion meant the entire model looked like a mismatched tapestry, with bricks in all directions.


The overall texture also looks incredibly glossy, with a lack of variation in the roughness channel which definitely needs changing when moving forward. (This may also be due to the RGB value being plugged into roughness and not just the G channel)


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Unreal Brick Test: Roof Slate Test


Being unhappy with my SubstanceSampler Texture I had another go at Designer in the weeks Lesson. Following along with Louise's demo, and having now created a couple other textures I had an easier time creating this brick texture. Utilising some more grunge maps and gradients to create some further personality and variation in the bricks.


The grout I still feel looks a little too shiny however, having the appearance of more freshly lain bricks opposed to a more weathered, period and aesthetic appropriate style.


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Substance Designer 2.0: Brick Setup 2.0

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Unreal Brick2.0 Test: Replacement Texture


Back into Unreal I replaced the original files of my brick texture with my new Designer ones. This overall created a much more cohesive, less shiny and overall appealing texture, closer aligned to my initial references of Victorian buildings.


Required Life Drawing Session

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KEY INFORMATION from the week:

Unreal: I need to properly unwrap all of my meshes, correctly align each UV shell and apply the correct Texel density across the model. This will create the cohesive standardised look that is vital.

SubstanceDesigner: Starting to understand more, will need to experiment with more nodes and workflows but is slightly less confusing this week.



 
 
 

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