sculpted in 3d coat layed out in a tiling fashion. baked onto a plane very precisely so no pixels would be an issue for tiling the height and normal map, height exported into substance sampler to generate the AO, coat please make it so i can bake ao at the same time i bake the normal map and get a result based on my high poly geo not just the low in the paint room, smart materials applied in coats paint room, textures exported to folder for pbr in blender and eventually to sketch fab, displaced mesh and render meshes made in blender with uvs. use of subdiv - displace - smooth - decimate - harden normals in blender to final displaced render meshes, exported to sketchfab with simple animations fbx model and texmaps. to do in future: try pbr painting high poly in coat and baking that out onto a plane instead of painting on a low poly so tiles better even with noise patterns in sm. some tile touch up was done in krita to massage small tile noises with painting in tile mode in krita shift w mode.
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