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The Order 1886 grenade baking breakdown - Micro texture handling

This is a breakdown of how bakes were done for my assets on The Order 1886. Zbrush polypaint is used for generating cavity maps, mat ID maps, often times AO, and sometimes curvature maps. The results are exported as seperate sets of OBJs and baked as vertex colors. AO and Cavity masks can be calculated in zbrush much faster than through baking software and the results are often cleaner and more detailed. Additionally, micro texture can be kept on a separate layer in zbrush so that the strength can be reduced for normals.

You can see how those maps get integrated into the materials on the final texture done by Yibing Jiang:
https://www.artstation.com/artwork/shading-and-texturing-for-frag-grenade-the-order1886

And the better images of the actual sculpt here:
https://www.artstation.com/artwork/frag-grenade-sculpt-the-order-1886