Substance Painter
In this start to finish texturing project within Substance Painter we cover all the techniques you need to texture the robot character.
# 46 04-03-2008 , 07:38 AM
arran's Avatar
Registered User
Join Date: Dec 2005
Location: Brooklyn, NY
Posts: 3,708
thanks dj - not sure what i'm doing at the moment - just trying things out...user added image

# 47 04-03-2008 , 10:01 AM
lealar's Avatar
Registered User
Join Date: Mar 2006
Posts: 296
Good ZBrush works, maybe finish room corner I'll try to model a human.

Cheer!

user added image

# 48 04-03-2008 , 02:51 PM
Registered User
Join Date: May 2006
Location: Hastings UK
Posts: 895
you could export your hand at the highest res and open it in Maya. Mirror it over so it is where you want it and export it as an obj. Open it up into zbrush and under geometry use reconstruct subdivisions to get it back to the base mesh level. Thats one way of doing it.
You can then re-load your model and add it to your sub-tools.

Keep up the good work mate

# 49 04-03-2008 , 06:06 PM
arran's Avatar
Registered User
Join Date: Dec 2005
Location: Brooklyn, NY
Posts: 3,708
thanks guys.

that makes sense leon - i'll give that a go. cheers. user added image

# 50 04-03-2008 , 07:23 PM
arran's Avatar
Registered User
Join Date: Dec 2005
Location: Brooklyn, NY
Posts: 3,708
leon - that was just what i needed. cheers mate.

Attached Thumbnails
# 51 05-03-2008 , 08:02 AM
THX1138's Avatar
19 year Veteran
Join Date: Sep 2002
Location: U.S.A.
Posts: 2,140
Fantastic work arran! Love the detail your putting on him!

# 52 07-03-2008 , 08:31 PM
arran's Avatar
Registered User
Join Date: Dec 2005
Location: Brooklyn, NY
Posts: 3,708
thanks thx1138 user added image

Attached Thumbnails
# 53 15-03-2008 , 07:49 PM
arran's Avatar
Registered User
Join Date: Dec 2005
Location: Brooklyn, NY
Posts: 3,708
well - no updates at the moment as i'm having a few problems when i assign my normal map in maya.

i started a thread a couple of days ago,

https://forum.simplymaya.com/showthre...threadid=29292

but as no one has responded i thought i would post it here too.

basically i create a low poly version of my model in zbrush which i export to maya. i then create a 2k texture, open zmapper, choose the maya tangent node best quality configuration and export the map.

in maya i import the object and assign the psd file to the bump node making sure to change it to tangent space normals.

as you can see i'm getting some really weird bending and contour type lines on the model.

Any ideas what's causing this?

Attached Thumbnails
# 54 15-03-2008 , 07:55 PM
GioChrono's Avatar
Registered User
Join Date: Apr 2004
Location: Tunbridge Wells, UK
Posts: 354
I don't really use PSD's much for texture files, I pretty much always just use jpgs, and for normal maps I use the highest quality compression to avoid banding and noise like that.

Maybe try a different format?

?


Gio

Creator of The Talos Project

# 55 15-03-2008 , 08:52 PM
arran's Avatar
Registered User
Join Date: Dec 2005
Location: Brooklyn, NY
Posts: 3,708
thanks Gio - i tried saving the normal map out as a tiff from zbrush - but i am still getting the strange banding and contour lines. where would i change the compression?

# 56 15-03-2008 , 10:27 PM
GioChrono's Avatar
Registered User
Join Date: Apr 2004
Location: Tunbridge Wells, UK
Posts: 354
Just save it out as a PSD from Zbrush and then convert it in Photoshop so you have more control.

Gio


Gio

Creator of The Talos Project

# 57 16-03-2008 , 06:28 PM
arran's Avatar
Registered User
Join Date: Dec 2005
Location: Brooklyn, NY
Posts: 3,708
well, still no luck. I tried saving out as a tiff and manually converting to a tiff in ps, but either way, it still looks crap. I also tried downloading a new configuration from zbrush central, but as you can see in the close up i am still getting some weird contours and triangles when i get up close.... gggrrrr.

so now i am trying to install pixero's js normal mapper and i think i have put everything in the right place, but i'm having some trouble putting the lines:

link "{MAYABASE}/lib/JS_NormalMapper.{DSO}"

mi "{MAYABASE}/include/JS_NormalMapper.mi"

in the maya.rayrc file. i've tried every combination i can think, but still no luck. either mr won't work or it renders the model black.

If anyone knows where to put them (no rude suggestions please) and can maybe show me their maya.rayrc file, i'd really appreciate it....

user added image

Attached Thumbnails
# 58 16-03-2008 , 06:33 PM
GioChrono's Avatar
Registered User
Join Date: Apr 2004
Location: Tunbridge Wells, UK
Posts: 354
But have you saved it out from Zbrush as a PSD first so you get no automatic compression, and then saving out as tiff or jpg from photoshop, as you said you saved it out as a tiff again and converted it to a tiff again?

Gio


Gio

Creator of The Talos Project

# 59 16-03-2008 , 06:40 PM
arran's Avatar
Registered User
Join Date: Dec 2005
Location: Brooklyn, NY
Posts: 3,708
no, i just meant that i tried saving it out as a tiff and also as a psd that i converted to a tiff in ps....

i think it may be something to do with the default bump node which is why i want to get js normal mapper to work.

# 60 16-03-2008 , 06:51 PM
arran's Avatar
Registered User
Join Date: Dec 2005
Location: Brooklyn, NY
Posts: 3,708
yeah - just tried it again - as a tiff, jpeg and a targa file - all three get the same results.

Posting Rules Forum Rules
You may not post new threads | You may not post replies | You may not post attachments | You may not edit your posts | BB code is On | Smilies are On | [IMG] code is On | HTML code is Off

Similar Threads