I’ve made very specific creative
decisions with my FMP from the get go which I’m glad I have because it’s given
me a chance to enhance and refine skills in ways I hadn’t thought about before.
Mainly this being about me choosing to create diffuse only hand painted models
as opposed to PBR models. There are understandable limitations to diffuse only
models like them not being as procedural as PBR so editing them can be hard or
them not being able to carry as much depth to them texture wise, etc. But
considering I had to ensure I was creating a project that could do within 4
months and produce work of a professional standard, choosing diffuse only was
the better option for me. I’m not
opposed to PBR nor do I consider myself unable to effectively make a PBR model,
it was just I felt that my hand painted skills at the time of deciding what to
do for my FMP were stronger. I didn’t want to end up fumbling a PBR based
project when I knew I could do a hand painted project much more efficiently.
That being said, I still needed to
include an aspect of PBR to my project to showcase that I do have these skills
that are sought after in the games industry.
From previous feedback and some
thought of my own, I’d decided to make an additional PBR prop that I would have
as another focal point for my overall scene. I’d planned to have my characters
displayed as a sort of mini diorama in Unreal Engine 4 just for aesthetics
(I’ll do individual renders of the characters as well since they are the main
priority though).
The prop I’m creating is a
gemstone, similar to the ones that appear on the all the characters, with some
gold and chains attached to it. What I knew I had to be careful with though was
keeping the style uniform with the characters so the PBR material didn’t make
the prop look out of place against the characters. I’d looked into heavily
stylised PBR and saw a character by Tim Paauwe on Artstation where he’d taken
to hand painting it completely but then created a PBR material also. Had I seen
this post 4 months ago I might have been inspired to try this for all my
characters but what’s done is done so I’ll save that for a personal project.
But I could apply what I learnt from looking at his posts to my prop.
It was very basic design wise- I
created the low poly version in 3DSMax first before going into ZBrush and
applying my levels of detail. Nothing too complex, just standard scratches and
cracks in the gemstone and gold. The unwrap was all done in Max and I baked a
normal, AO and curvature map in Marmoset. Typically in the past though whenever
I’ve done PBR stylization, I’ve used Substance Painter to create my textures.
But this time around I used 3DCoat, mainly because 3DCoat was what I was more
comfortable getting the painted style I’d achieved for all my characters with.
It could handle PBR just as well as Substance though.


I completed all my painting just
as I did with my characters. But with my final albedo, I went into Photoshop
and rendered it out in grayscale to create a roughness map. In 3DCoat there was
a means to paint in roughness right then and there but I thought converting the
albedo would be the best way to enhance the hand painted textures without the
PBR material making the whole texture feel misplaced. I packed my AO map and
metallic map into the RGB channels alongside the roughness map straightaway
when I’d gotten it adjusted to my liking.
With this though, I had to
immediately test out how the textures would look as a material in engine so
that I could make adjustments if necessary.
At this point, I implemented my
whole scene into Unreal, characters and all. I’d posed my characters previously
so staged them around the gemstone and assembled my lights and post processing.
My PBR assets worked well against my diffuse only assets- I’d tweaked my post
processing so that the strength of the diffuse maps were more impactful and it
didn’t look overcast against the PBR materials. I found this tip from an Artstation post by Linus Asplund.

I created smaller PBR assets alongside the
gemstone like rocks just to fill up the scene some more and it really turned
out to be a miniature diorama, much more to the scene than I’d initially
thought. But it works well, it brings it all together. Having made these assets
though, I thought I would have time to create some VFX on aspects like
Judgment’s tail and whatnot. But it was honestly a different ballpark that I
wasn’t familiar with and having to spend extra time making these props meant I
had less time to research and figure out how to make the VFX I imagined. I
tried to do something simple with just a panning texture in the node editor but
it didn’t look good to me so I scrapped it. And with the deadline approaching,
I don’t think I’ll be able to make what I want. Which is a shame but I don’t
want to add something that looks cheap or half-done to my models as that could
detract from it as a whole. I’m fine with them just being stationary.