Done for a school project, this was my first time learning to use Substance painter to create high fidelity game asset.
The entire asset was created from scratch, from the modelling to the texturing of the prop.
Through this project I learned to use Substance painter to create PBR (Physics Based Rendering) textures to get the effect I wanted.



Process


I started the project off with modelling the character model, in both high and low poly. This is because I will be baking the high poly texture into the low poly model later.
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I proceeded to UV unwrap the low poly model, using features in Maya such as automatic unwrap to assist the unwrapping.
As the model is rather large, I have separated the model into three different material and texture sets. This is so that the resolution will not be compromised due to the size.

After baking the high poly model into the low poly model to create PBR textures, I created materials and textures to mimic a more realistic but stylised look.
This took me some time as I had to select some of the textures by hand and even paint some of them to achieve the look I wanted.

After adding the final touches like the wrinkles and edge wear details, I proceeded to finish up the project by setting up the lighting to render.
This project let me use Substance Painter to its best ability, to create realistic details such as the wrinkles or worn markings.