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@@ -29,7 +29,7 @@ Most of the materials have been created in Substance Painter, which we also use
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How to add or update items can vary depending on the asset, and will be specified in the next section. The principles are always the same:
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- One Blender file may result in multiple exports. For example, `Plastic Posts.blend` exports to *Plastic Posts* and *Plastic Spacers*. The different exports are grouped by categories in the Blender file and have the same name as the exported FBX file.
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- One Blender file may result in multiple exports. For example, `Plastic Posts.blend` exports to *Plastic Posts* and *Plastic Spacers*. The different exports are grouped by categories in the Blender file.
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- Items of an FBX file all share the same material. There may be several materials because there are meshes with multiple material slots, but one material type is applied to all the items in the FBX with that material type.
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- If a Blender file has complex geometry that is baked down that cannot be implemented purely with modifiers, there will be additional categories with low-poly and hi-poly meshes. These need to be toggled when exporting.
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The library assets can be found at [Assets/Library](Assets/Library). We'll go through each of the curated assets with a short description about how to deal with them.
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### Plastic Posts
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### Posts
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-`Plastic Posts.blend` contains both *Plastic Posts* and *Plastic Spacers*.
-**Export**: Select items in the *Plastic Posts* category. The only difference between hi-poly and low-poly are the modifiers.
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-**Material**: We don't use an albedo texture for the plastic, because it should be easily customizable. The other maps aren't very important, but *edgeglowplastic* seems to work well.
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-**Notes**: There are two materials, *Plastic - Peg Red* and *Metal - Peg*, which need to be renamed to *Plastic* and *Metal* respectively. Only the plastic needs any exported textures, the metal is generic. The plastic however needs a **thickness map** as well.
-**Export**: Select items in the *Plastic Spacers* category. The only difference between hi-poly and low-poly are the modifiers.
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-**Material**: We don't use an albedo texture for the plastic, because it should be easily customizable. The other maps aren't very important, but *edgeglowplastic* seems to work well.
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-**Notes**: There are two materials, *Plastic - Peg Red* and *Metal - Peg*, which need to be renamed to *Plastic* and *Metal* respectively. Only the plastic needs any exported textures, the metal is generic. The plastic however needs a **thickness map** as well.
-**Export**: Select items in the *Metal Posts* category. Apart from the modifiers, we have a low-poly and hi-poly category that need to be toggled when exporting.
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-**Material**: We currently use *Steel Stained* with *Luminosity* of *Steel Base* set to `0.55`.
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-**Notes**: There are two materials, *Plastic - Sleeve Yellow* and *Metal - Peg*, which need to be renamed to *Plastic* and *Metal* respectively. Both materials are exported to textures.
Most of the assets in this library are derivations of [pinball-parts](https://github.com/vbousquet/pinball-parts). We use the low-poly geometry of these assets, and bake them into normal maps.
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