
Stylised Building
sketchfab
It's still a work in progress. Working on this project as a personal endeavor. Practicing techniques with texture atlases using Substance Designer. The goal was to apply multiple PBR materials just into one 2k UV space area, including all its maps - base color, normal, roughness, and metallicness. In simpler terms, I wanted every polygon in the model to share only one PBR material without undergoing a baking process. I liked this approach because of its flexibility. With this technique, you can first create the atlas (a composite material), then lay UVs onto it, overlapping them as needed, and if necessary, add more unplanned meshes later on, rearranging new UVs on top of old ones. This gives you the ability to worry about UVs at the latest stage of work. As a lazy person, this approach fits me perfectly. Planning to create more buildings and other assets soon in the same style. Thanks for watching!
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