Page 60 - 3D Artist 110 - 2017 UK
P. 60

RendeR assets in V-Ray foR an in-game Video







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                Convert textures to V-Ray in substance designer,
          04 we can convert our physically based (metallic/
          Roughness) material to V-Ray with the BaseColor/metallic/
          Roughness converter node and select V-Ray as target.
               V-Ray material We used a V-Ray material and
          05  assigned the correct textures map to diffuse,
          Relect, Rglossiness, fresnel ioR and Bump. since we are
          working with a linear worklow, make sure gamma of ioR,
          glossiness and normal map is at override to 1, fresnel
          relections are ticked and unlocked and BRdf is set to
          microfacet gtR (ggX).

                Ground Dirt pass with V-Ray Blend Material to make
          06  the units more grounded in the environment, we go
          back to substance designer and export a ground dirt mask.
                                                      08
          the aim here was to simulate dirt from the environment on the
          characters. Baking with one axis mode gave a better result for
          ground dirt. in V-Ray, use spartan V-Ray material from step 5
          as the base of V-Ray Blend material. Create another material
          that matches the environment ground for the Coat material,
          then work on the ground dirt mask as the Blend amount.

               Background units We used the same substance
          07      designer-to-V-Ray worklow for all other units in the
          shot, and a render turntable to make sure the material works
          well in most angles.

                Marine’s skin there were only two different marine
          08      models in the game: male and female marines. for the
          shot we needed to make them look different, so that they
          weren’t just clones. face textures were projected with the
          photo source in substance Painter, then colour corrected as
          separate maps to be used with VRayskinmtl. the inal maps
          for the faces were shallow texture, medium texture, deep
          texture, Primary Relection texture, secondary Relection
          texture and normal map.
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