For the next project with Kore VR, I’m jumping onto an in-progress project, so I’m learning to fit in with an established workflow and to elaborate on the look of the existing assets.
The collection is founded upon a purchased sushi set and has, until now, been kit-bashing. We have to go off-book a little for the extended assets, so I’ve been bought in to mimic and extend the beautiful stylised textures and to to round out our collection.
For this project, the assets have already been modelled and provided as .fbx-ii, and I’m figuring out how to paint them up. The curve is steep but very, very satisfying and I am loving the opportunity to learn to paint in this style.
These assets are for a VR Japanese Language game, so we have to keep the polys low an the seams sneaky. It’s hard to hide the cheaty bits in VR, so you have to work on models in 360 degrees.
For these textures, I bash as far as I can from the existing set to keep the existing textures. I edit -- adding features or removing surfaces -- the models. I mark my UV seams really strictly for painting purposes, and roughly texture paint the whole surface to map out the connections and shared edges. Then I bake the model individually to get the painting style sampled in place, and send the image to Procreate on my iPad (it’s the most tactile and controlled way I’ve found to paint). I also export a screenshot of the UV layout, which I overlay on the texture to get an idea of highlights and connections. I work it up from there, always keeping an eye on my visual reference libraries and the live topology. The remainder of the process involves sending edited images between Blender and Procreate, adjusting the texture and the UVs as I go until I’m really happy with the result.
The team:
Molly Carroll: artist
Kate Biel: artist

Original sushi collection:
by Brushzim
assetstore.unity.com/packages/3d/props/food/japanese-food-sushi-156046
Find out more about Kore here:
koremeta.com
More info coming soon on this proprietary project :)

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