What did Substance bring to you compared to previous workflows?
The initial look development process does shading and rendering after the texture process, which means that the continuity of these two processes was limited. However, after using Substance Painter, the effectiveness of the outcome was greatly improved because the final results in Unreal Engine 4 and Substance Painter were similar.
What was the size of your team and the time frame for the project?
There were only two people working on that project: one programmer and one artist, which was me.
It took us about two and half months to finish the whole VR experience, with about a month and a half dedicated to the car. The modeling and UV unwrap took us three weeks, and the texture and shading less than four.
The Environment was about a week of work with the modeling, texturing and shading. The lighting, layout and rendering took us another 2 weeks
What is the next big feature you would like to see in Substance?
I always got confused while working on complex geometry; how I could not find the location I was painting on. It would have been awesome if I could have seen in the 3D view where I would paint before actually painting in the 2D view.
If Substance Painter allowed the use of rectangular ratio textures, the texture projection feature would be more powerful. Finally, showing and hiding geometry options would optimize the workflow. Improving these areas could only increase work speed and productivity.
What are your future projects?
We are currently developing a prototype of a VR game, and also working on AR content for clients.
Where do you think VR is headed in the future?
The VR industry is in its early stage as the industry itself needs more consideration and growth to figure out its audiences. Oculus and HTC began the trend of VR, but they are struggling. The lack of content for standalone headsets has turned people's attention away from them, I think. Personally, I believe that VR's road to popular success will be to start from mobile VR, such as Google Daydream.
If this happens, the public's interest in high-end VR platforms such as Oculus, HTC, and PSVR could increase interest drastically.
For exemple, here is our experience working in VR![1]
There is a lot of potential and trial-and-error experiments to be mined in this field. As it represents something new and unfamiliar, many industries are striving to be here and desperate to find out more.
Of course, I can't guarantee that these experiments will be successful. However, by fulfilling users' needs, VR can powerfully grow in a matter of seconds. Afun Interactive is working harder everyday to better serve its users' needs.
What do you do besides 3D?
I like to do UI and UX projects on my own, even though I currently do not have enough time due to VR. I would like to be a creative director, providing people with a better lifestyle and fun experiences for the future. VR and AR is a continuation of my goal and passion to make this possible.
References
- ^ our experience working in VR! (www.youtube.com)