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Suede Ankle Boots

These suede boots were intended for use with modded outfits in Fallout 76(FO76). Naturally, due to them being designed for use with characters, they are low-poly and can be potentially be used for outfits outside of FO76.

While the modelling aspect of this project was fairly straightforward (aside from the extremely long time required to block out the initial shape), the texturing pipeline is where it really takes to its own. Expanding upon my previous experiments with "sculpting" using heightmaps in Substance Painter, seams and creases were painted as heightmaps first instead of the more "standard" method of sculpting a high-poly. The results were certainly notable, if slightly imperfect, mostly due to my own inexperience with handpainting, heightmaps or otherwise.

Unlike most of my previous models, I used the Specular Gloss (SpecGloss) PBR system while texturing instead of the Metal Roughness (MetRough) system I previously went for. While this isn't the first time I had worked with SpecGloss this did convince me to start using SpecGloss while drafting textures due to its added flexibility as well as easier conversion to MetRough if needed. The fact that FO76 uses a variation of SpecGloss also made this choice a practical one, needing less work to fit into Creation Engine. Regardless, I did end up creating a metalness map as well for potential uses in MetRough environments.

Big thanks to CatsWithMachineguns for importing into FO76 and for their patience with my endless tweaking.

Sketchfab Viewer preview of the model.

Wireframe overlaid images of the mesh. Only the right boot is presented in this picture, the pair being mirrored to each other, mesh wise.

Wireframe overlaid images of the mesh. Only the right boot is presented in this picture, the pair being mirrored to each other, mesh wise.

A diagram showing how the details were painted on. The process required a few re-imports into Substance Painter, I did some of them recursively, which isn't ideal, but it saves diskspace.

A diagram showing how the details were painted on. The process required a few re-imports into Substance Painter, I did some of them recursively, which isn't ideal, but it saves diskspace.

Clean versions of the textures created for the model (Metalness present but not included). The white strips on the top are for socks that were modelled on the FO76 version of the mesh. They are omitted in other versions.

Clean versions of the textures created for the model (Metalness present but not included). The white strips on the top are for socks that were modelled on the FO76 version of the mesh. They are omitted in other versions.

Dirty versions of the textures in FO76's format. Built off the clean version, with dirt, grime, and wear applied. (Reflection map = Specular, Lightmap Red channel = Gloss, Lightmap Green channel = AO).

Dirty versions of the textures in FO76's format. Built off the clean version, with dirt, grime, and wear applied. (Reflection map = Specular, Lightmap Red channel = Gloss, Lightmap Green channel = AO).

Dirty variant as rendered in FO76. With a grimier look and worn soles. Posing done using the in-game photomode.

Dirty variant as rendered in FO76. With a grimier look and worn soles. Posing done using the in-game photomode.