The goal of the project was to take one of the other projects (Charcuterie Board, Sci-Fi Assignment, or the VW Bus Microscene) to then add additional models that are UV'ed and textured into a scene that fits the theme. Some of the programs that were used were Maya, Substance Painter, Substance Sampler, and Unity.
Some of the issues I encountered one being white lines or jagged lines between different colors on models. I tried googling my issue and found many online users saying to edit the shaders with scripts, but I knew the fix had to be simpler than that. So I tried re-baking with different parameters that took double the time it took the first time with no fix. I then re-baked with the initial bake and searched the internet again to find that it was the color tolerance in the color selection which allowed the texture to affect sections of the model that had a slightly different shade of color ID.
The overall goal for each of these projects was to take a model made by the instructor to focus mainly on texturing the models in Substance Painter. Certain tools needed to be utilized such as normal stamps, generators, and emissive effects.
One of the biggest issues would be the UV's they were not effectively cut properly to allow textures to be laid upon appropriately to display texture. It would come out as stretched or overlapped onto other textures and UV's on the models.
In this assignment the task was to create 3D objects to bake onto a plane in Substance Painter to fake depth. Also to create stamps to be used as normal stamps to be used on models to add detail. One of the biggest importances were to make sure the objects had bevels so that once they were baked or stamped, there would be edges to be seen. If they were normal objects without various edges then they would just bake or stamp into the object as nothing.