When imported with along with both the Normal bake and Colour Id bake, the DDO interface presented me with my mesh in a 3D viewport, and using selection functions like Shift+C allowed me to view and click on my mesh.
This then presents the user with a menu full of pre-determined, customisable materials to apply to sections of the model, selected via the determined colours in the Colour ID map.
This then presents the user with a menu full of pre-determined, customisable materials to apply to sections of the model, selected via the determined colours in the Colour ID map.
Through selections, applications and customisations of varying materials to the mesh, I ended up with a selection of renders of my containment chamber which can be seen below.
The darkened glass was the only glass material immediately available to me at the time of application, and I will be looking to modify this later in engine once I import my containment chamber into Unreal Engine 4, though this will quite possibly be extra work.

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