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Description

My new training project in Maya to learn modeling tools, UV unfolding and application of materials and textures via hypershade.

For the textures, I used Substance Painter’s baking tool to calculate: Normal – World space normal – Ambient occlusion – curavature – Thrickness

The spaceship is made up of 3 shaders including: Albedo – occlusion – normalmap – metalness – roughness – emissive

Included formats

  • OBJ
  • Converted GLB, glTF, and USDZ