So we ran into a couple of problems this week: First off, if you read Week 2 then you're aware of the workflow I need to be dealing with. Things have gotten a little more interesting since then. Due to Substance Painter being a PBR workflow mos of the time I have to view an object not as the whole materials combined but as each individual map, spin them all into one, and toss them into the engine every time I want to see how light works.
You see, PBR stands for Physics Based Rendering. Since it's a newer practice, older game engines do not use that workflow. As I happen to be working in an older engine I needed to acquire either a non-PBR Substance setup or make my own. For now I have chosen the latter, but after talking with my colleagues I found in our resources a suitable setup. I will see if converting them over is preferable.
In the provided image you can see a great deal of orange markups and darker tones. These are for temporary use only and I'll be changing the colors to something far more natural in the future. For now, I use this to mark out warpaint based on the concept artwork I've been given. I've already run into a few hiccups. Realistically speaking no creature is going to let you throw paint all over its eyes and the only reference I have to go is in 3/4 pose. This can be extremely limiting to artists needing a full body turnaround, but I still have the luxury of talking to the artists for clarification whenever I need to. It is very important that your team can communicate well and collaborate efficiently.
As a remote intern I almost never get everything you need at once. Even in-office interns may never receive all of the necessary files they need immediately. At times you will need to make do with what you have or muster up the courage to find the rest however you must. Sometimes texture maps will be missing for a project or simply not exist at all. It's up to me to fill in those gaps. Welcome to your first industry job. Trust me when I say it does get easier!
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