Dagger

For this assignment, we textured a dagger made by Frank Pereira, a teacher here at Chico. The Dagger started off as a low poly dagger, with three parts, the blade, middle hilt, and back hilt. Then we created two copies of the dagger, one for the purposes of making it a high poly dagger, the other for creating a ID texture map in substance. We then created the materials for the for the daggers, and colored each of the parts red, green, and blue for color masking later. We then UV’s each of the models, in order to create better looking textures, and for normal mapping the textures as well. After that we put the models in the same space, so Substance painter knows where they are, and exported each of the models as a FBX.



When I got to Substance Painter, I imported the Low Poly model first, and started baking mesh maps onto it, starting with an ID map, while using the ID model to help it out. I then baked onto it the High poly model, alongside some Ambient Occlusion, roughness, and other aspects of baking a mesh map. We then used some smart materials on the three pieces of the dagger, making the blade look metallic, the hilt look wooden, and the middle and end part of the blade look golden. We then created three holes in the hilt with gold marks in them, using the masking tool while having the gold on the hilt, but mostly hidden on the hilt. After that we exported the textures from the dagger into both Maya files and Unity files and went into Unity.


Normal Map of the dagger


After Substance, I went into unity and imported all of the textures and the low poly model into a Unity scene. I think moved the dagger into the Unity Hierarchy and created a material, but realized the dagger was exported as three different parts instead of as one. So I went into Maya, combined the dagger, and re-exported it as a single object. I imported it into Unity, and put the material onto the dagger, then proceeded to put the textures onto material and finished the assignment. 


Dagger finished

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