The goal of this project was to create a realistic game model using the PBR metalness workflow without using any texturing tools like Quixel DDO/NDO or Allegorithmic Substance Painter/Designer. The render is realtime and made in Unreal Engine.
I always wanted to experiment with metals in PBR so I made a model with a brass material using the PBR metalness workflow.
An exercise to learn how to bake normal information from a highpoly model to use on a lowpoly model. Textured using the PBR metalness workflow only with Adobe Photoshop.