With so many new Gremlins (as my art producer calls them) I've learned that my skills, while valued, are a bit slower in progression than my colleagues'. Where something may take me a week or two it will take them a day or several hours. One of the biggest points is my time management, but I have been following my time pattern fairly well. In fact, this Saturday is strictly dedicated to texture work. I will (with luck) be turning the living room into a full studio rundown. Karen, my faithful desktop, has been a life-saver for speedy rendering and program flip flopping.
Step 1: Export Maya fbx to Substance Painter with flat UV's. Optional ID mapping.
Step 2: Complete SP UV creation. Export to Sketchfab for testing or the rendering area for quality assurance.
Step 3: Reconvert to DDS format and submit with the revised model.
Step 4: Celebrate! But not for long- There's always something to do, and with the game's deadline sometime in the future it's only a matter of time before game crunch begins.
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