My main focus since the summer has been learning UE4, and all it's details. This has meant that apart from the character during the 'King of the Dead' project I haven't had much of an opportunity to do any modelling. So I decided to start a little side project so that I keep my skills fresh in mind and get the opportunity to do some high poly modelling, retopologising, baking, texturing etc. These are all things I know how to do well, but are something I want to make sure I can do effectively and efficiently when it comes to working on my final major project.
Although I am focusing my FMP towards the more technical side of the Game Art I will still need to be able to create assets to fill the level. The quicker I can create said assets the more time i'll have to work on the intractable elements and tools I am planning on making. (More information on FMP idea and progress in future posts.)
This will be the first time I have done a full model built to use PBR shaders. To make it easier to texture and make sure the right area's have the correct material properties I have separated all the different materials found on the object and baked separate masks for each one. This means I can work quickly getting the right values for easy element; blocking out the Albedo, Roughness, and Metalness maps out first to use them as a base to work from and add detail to.