Joe has finished up the THMPR “thumper” model for the game! It came out really nicely and we’re excited to share the results with you.
The model you see here is being rendered in real-time in the Unreal Engine. We use a texturing/material technique called PBR or Physically Based Rendering to make materials like metal look much more realistic.
The THMPR was modeled in z-Brush, then textured in Substance Painter. The process involves creating several texture maps including a normal map for detail, metallic and roughness maps to denote what is metal and what is non-metal, and an ambient occlusion map to further shade the model.
Now that the THMPR is modeling, we’ll need to animate it and build a background scene. We’ve been using the free to use “Infiltrator” level in our screenshots here. We’re likely to kitbash it and other assets to create a sample area for the THMPR in our art demo EXE to backers.
Here are some high-resolution screenshots of the THMPR you can adapt for wallpapers:
Everything here is being rendered in real-time. Check out the video to see!
Thank you, backers, for making this all possible!