Texturing

I had two specific processes for texturing assets. For the unique assets, I would start off modeling a low poly in Maya. I would then make a high poly of the model. The process of which one I would start off with would depend on what the asset was. If it was a simple asset such as a cable or wooden board from the Ramen Bar, I would base the high off of the low. As it didn’t require a very detailed high poly to bake down. If it was a more complex object, I would start off with making the high, and the optimize it into a low poly. Once the low poly was finished, I would then UV it Maya and make sure it matched the same texel density as my scene. For materials, I made up a library of what I needed in Substance Designer, such as metal, plastic, wood, etc. They would need to be basic (because all of the specific detail would come for Substance Painter). I would then bring my models into Substance Painter, bake the maps of the high to the low poly, apply the base materials from Substance Designer, and then add the custom detail and grunge that the asset needed. The detail would just come from layers added onto each other until I got the look that I was going for. I would add greens and blues that would barely be noticeable, as that would hint at water damage or mold. It would be these small details that would make the textures more believable. As for the other assets that didn’t need custom detail or weren’t focused on, that’s where I would use my second method of making them. I would either just add a tileable material on them, or create a general trim sheet texture and line my UVs accordingly to them (still making sure that it was the same texel density as everything else).