The aim of this project was to get a better understanding of the game asset production pipeline and workflow. Substance 3D Painter, Blender and Unreal engine were all tools used to achieve the results shown
Render in Unreal Engine
Blender Model
Modeled a high poly and a low poly version for baking purposes. I made only single versions of objects like screws and nuts since they were going to be instanced.
Texturing in Substance 3D Painter
For this I created multiple folders for each object with a unique material. I made use of anchor points to achieve the paint peeling effects seen on the front plate the grinder