Due to my baking set-up, the bakes normally come out very accurate and don't require a lot of changes. I had to move around the odd asset from one group to another as they were clipping when baked, but for the most part everything was fixed just by changing values in the bake settings.
Alongside creating my textures, I always like to have my UE4 lighting ready so that I can see how the textures behave in engine. I created this scene to initially have basic lighting set up with a skylight and the appropriate render content such as a post-processing element, sphere reflections etc. I added three-point lighting as I felt this would get the best result. It will capture all of the highlights of the car while still keeping the main focus on the front part you are viewing. Each light had different intensity settings shifting lower as you progress round to the backlight.
Below is the HDRI map I used for the scene, I got this from HDRI Haven and have linked the reference in my reference log. I like using maps such as this one because they are almost entirely greyscaled. There is very little colour in them which means the textures can't get contaminated by coloured light, and in turn, I won't be compensating for this inside substance painter.




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