- ROLE
Creator, 3D Artist
- FOR
My collection
- DATE
Ongoing
- TYPE
University Work and Personal
These are 3D models throughout my 6 years of learning in 3D artwork so far.
Steps to creating an average asset:
1.
Research material. I collect plenty of reference material for the object I wish to make. I tend to choose one image and then embelish the details from other images later.
2.
Create the base shape of the asset with 3DS Max, almost always stating as a box/cube and branching out from there.
3.
Import the base model into ZBrush to start sculpting all the nitty gritty details to make it look as realistic as possible, generally keeping the poly count at around 2.5 million polys.
4.
Assign Material ID’s within 3DS Max, and bake the MatID texture within Max.
5.
Use XNormal to bake my assets very quickly and effectively.
6.
After Baking my AO, Normal and Height maps, I import the asset into either Substance Painter or Quixel Suite. somtimes both.
7.
Match the Material ID’s with the right kinds of materials for the asset.
8.
Import the asset with all the textures made: Albedo, Normal, Roughness, Metalness, Emissive, Ambient Occlusion, into the game engine.