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Scrap Security Robot


Pipeline




From modelling in Blender, mid poly to low poly baking and texturing in substance painter and animating again in blender I finally ended up with the presentation and lighting in Unity.
Process

Breakdown
Textures
1 texture set with as many UV islands overlapped as possible. Varying roughness map, only black and white values in the metallic map and custom baked ambient occlusion to combat issues with overlapped UV islands.
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