Here's a look at our prop texturing workflow for Project ORCS! 🎨 We used custom Substance Painter tools to speed up our workflow & push the art style. Final textures are baked into vertex colors using Houdini to fully utilize Unreal Engine 5's Nanite. The vertex color workflow was developed by Jarred Everson and the sculpt is by Micao Penaflor. Lighting and additional tech art is by Igor Titov. All the Substance Painter stuff of the workflow is by me :) WORKFLOW: 1. Use my Substance Painter smart materials to get a good base with automatic edge highlights 2. Use smart materials to add algae/ dirt 3. Finishing touches with my custom brushes -> export to Houdini 4. Use Houdini to bake base color & roughness into vertex color data (roughness is baked into Alpha channel) 5. Import in Unreal Engine as Nanite Asset - use vertex color data instead of textures ADVANTAGES: - you don't need texture maps in Unreal Engine anymore! (no normal map + AO as it's high poly, no basecolor & roughness as it's packed into vertex color, we still use a tiny packed mask for Metalness & Emissive tho) - get nice geometry detail and silhouette without paying for it - Substance Painter part allows for quicker texturing while still pushing the style - with our stylized art style for most assets there was no huge visual difference DISADVANTAGES: - for some assets you lose some visual fidelity, esp. apparent in finer detail roughness maps - only really suitable for stylized art styles - need to add extra surface variation to sculpts - heavily relies on sculpts - less flexible than other workflows (altho you can still alter the baked texture data with Unreal material editor) #madewithsubstance #unrealengine #gamedevelopment #3dartist made with: SideFX Software Houdini, Adobe Substance 3D Painter & Designer, and Epic Games's Unreal Engine 5
What do you do about metallic I presume you have a separate master material that utilizes a metallic map for those bespoke cases? or have you just done away with it completely I cant 100% tell from the anvil 😅
That is very interesting approach! But how heavy are the hipoly model assets in terms of disk space? Won't it affect the build size heavily?
Awesome! Question: So once you're done texturing, you bake all of the color & roughness from those images back onto the high poly model? Never seen that technique before! Super clever
Keep it up!
Amazing work!
Heres an example of this workflow using masks for the vertex color information, and tri-planar shader. https://www.artstation.com/artwork/n0rQ84
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Stylized Material Artist | Texture Artist
1moCheck out this Artstation post to see some of the props I textured with this workflow: https://www.artstation.com/artwork/rJqAOJ