Scribe Desk Textures WIP #2

General / 03 June 2021

Hello everyone! My apologies for not providing another update sooner, but here it is! I've gotten further along with texturing the scene, and I'm really enjoying the Stylized Lighting generator as it provides more volume to the meshes. There are still some meshes that only have base color and roughness layers (i.e. the actual desk, the books, the stool, and the sword) while other pieces need some dirt layers/generators, dust layers or opacity mask layers applied to them (i.e. jars, tablecloth, scrolls). The floor isn't done yet, but it has some deeper areas of grout (which is on my list to clean up), and then another dirt layer will be applied that way it doesn't appear to be clean. I'm also planning on creating some pretty basic walls that won't take away from the scene and import all of that into Unreal Engine 5 Early Access to test out the new dynamic lighting features and Lumen technology. I'll be posting some final comparison screenshots of lighting renders within Early Access and Marmoset 4 when the project is complete. I'm going to take some free time during my free days to make progression on this project and get it completed.


  


  


  

Scribe Desk Textures WIP

General / 26 February 2021

Hello everyone! I wanted to share a bit of a texturing update on the little stylized scribe desk environment I'm currently working on. This is my first time painting stylized assets, and has been proven to be challenging. However, I love a challenge! I've been enjoying the process of creating hand-painted textures with a mixture of using generators, filters, my baked maps, and hand painting. Recently, I've been trying to figure out a solid method for achieving the type of stylized textures that I envisioned for this scene, and I've been doing a lot of research in different approaches and styles of stylized texturing (PBR and non-PBR). 

Right now, I just have all the base colors laid out as well as creating roughness and metallic maps to define what materials are considered metal in the scene and defining the different values of roughness between all the different types of materials. I've been using the barrels in the scene as my "experimentation mesh" to mess around with different stylized texture approaches. 


All the Base Colors, Roughness, and Metallic Maps have been laid out (the barrels are the most progressed in the scene, so my apologies if it sticks out like a sore thumb)


Barrel Texture Experimentation (Material Layer with a Stylized Baked Lighting Filter Layer)


Barrel Texture Experimentation (Base Color Layer with a Stylized Baked Lighting Filter Layer)


Scribe Desk WIP

General / 19 February 2021

Hello everyone! This is a WIP of a stylized Scribe Desk environment that I'm currently working on! This is my first time creating a stylized piece, and I'm really enjoying the whole process and creation of bringing this piece to life. The environment is fully ready to be baked down and textured, and it is currently sitting at 39k polys. The only thing left I have to do after getting everything baked down is to create some small rip/tear alphas in Photoshop/Affinity Photo for the tablecloth since it will be a bit easier to do. I'm very excited to get some textures in and bring out those wood grain cracks a little bit more. More to come in the next week!

Edit: I upgraded to Marmoset 4, and started playing around with the ray tracing capabilities. I am still messing around with the lighting a little bit to maybe turn the brightness down just a little bit, and maybe mess around with the ray tracing a bit more. I can't wait to start messing around with the in-house texturing capabilities! I took rendered shots with ray tracing as well to compare the shots.

Box Modeling and High Poly Detail Sculpts done in ZBrush
UVs done in Maya
Lighting and Rendered WIP shots done in Marmoset

The original concept for this piece is by Jenny D Brown. (Link to her ArtStation below!)

https://www.artstation.com/artwork/Qze59l


Before Ray Tracing (Marmoset 3)


  With Ray Tracing (Marmoset 4)



Before Ray Tracing (Marmoset 3)



With Ray Tracing (Marmoset 4)


  

Before Ray Tracing (Marmoset 3)



With Ray Tracing (Marmoset 4)



  Before Ray Tracing (Marmoset 3)



  With Ray Tracing (Marmoset 4)