Since switching my project to Unreal Engine 4, I've been working on improving the visual quality of the textures I create. Allegorithmic Substance Indie is what I've been using to recreate textures. The new tool-set is great to work with and becomes very intuitive after minimal use.
Above is an example of my older, specular map based textures on the left, and new pbr textures on the right.
This is a shot of this enemy in the level.
The drone with wire frame in the Substance Painter view port.
A view of the drones in game.
This is a closeup of the homing missile the drone fires.
The map baking features of Allegorithmic has been one of the best features. Being able to bake maps from high resolution geometry (typically from zBrush) has really streamlined my content creation workflow. Creating detail with height maps using Substance Painter has been a really enjoyable way to work too.
It's really amazing how you can work with individual channels such as color, height, roughness and metal or all at once. The workflow has been really great for creating non-destructive variations of textures so I can reuse geometry in a number of different ways quickly.
Above is the next mesh in my task list for new textures. I'm pretty excited to get those rocket pods firing at the player! Anyway, I hope you have enjoyed taking a closer look at some of the production art for my game!