PBR Game Asset Creation Part 7 - Texturing in Substance Painter
In this new series we’ll create a PBR-ready ’chem-tank’ asset using a Zbrush_3dsmax_Substance Painter_Unity workflow. We’ll cover the entire process from low-poly modeling in Zmodeler to final texture map export in Substance Painter. And at the end we’ll set up the asset in Unity.
In Part 7 we finally get to the texturing. We’ll texture the asset whilst looking in-depth into the backbone of the Substance Painter workflow. At the end we’ll export our maps for a Metal-Roughness shader set up in Unity 5.
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