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Substance Designer - Bones on the floor

Making Of / 29 June 2020


I made this material for my Masters Capstone game, Wick, in which you play as a small candle bringing light and hope back to a darkened cathedral.

In the game, you are eventually thrown down into a catacombs, where we wanted to provide the player with some physics bones to interact with. That said, they alone didn't convey the amount of death that we wanted to, so I was tasked with making some materials to stand on.

I was influenced by the first step from 3dExvideo on Stylized Skulls: https://www.youtube.com/watch?v=Yenlx9fdVpQ 

Where I sculpted some skulls, femur and tibia in ZBrush, and created some depth map renders of them at many different angles to pull into Substance Designer.


After that, adding some dirt and noise to the skulls and bones to make them a little more distinct. 

About halfway through making this, I realized that we already have a Tile Floor asset from an asset pack that we're using in the room, and that I needed to match the floor we had across all the rest of the catacombs. I was able to get the gist of it with just a tile generator and some cell warping, after which I height merged the tile floor  and the bones together.

All in all, it was a fun re-entrance back into Designer since I haven't been able to use it in a bit. Here's my whole node map just to show my almost cleanliness. 



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FBX Export Tool for Maya proxy assets

General / 29 June 2020

I've worked in Maya for years, and I've recently taken to developing tools for the program using Python. One of the things I've had trouble with is the number of artists I work with exporting assets for use in game engines, in this recent instance UE4, not remembering to place their pivots properly, delete history, freeze transformations... the list goes on.
SO

I made my own checklist for artists, or even non-artists that need to pop into Maya to create proxy assets, and push them through the basic essentials before getting into engine.

One of the most important things for me was readability - this is a checklist for artists. Something that, hopefully, they can phase out of after becoming more comfortable with the entire pipeline. Because of this, I set it up to jump from one step to the next, highlighting complete steps in green to say GO!

This is a first pass on the tool, and I've sent it to a few artists I am working with in for my Capstone for feedback and improvements. The next pass is looking to include the ability to skip steps manually, along with the script to read through the selected object and see if some of these have already been performed in order to automatically check them off.

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