Substance Painter
In this start to finish texturing project within Substance Painter we cover all the techniques you need to texture the robot character.
# 136 19-08-2006 , 08:10 PM
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Lookin gnice bro
CAnt wait to see her post for this years CG modelers Swimsuite issue..
MAybe she'll have one of those Janet JAckson wardrobe malfunctions eh..Heh

Cant wait to see her progress man...

G


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# 137 20-08-2006 , 02:43 PM
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Hey G

Thanks bro

Have an update...

_Jay

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# 138 20-08-2006 , 08:10 PM
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Update, straps and wrist comlink to do...then onto hair

best
_J

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# 139 20-08-2006 , 08:20 PM
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The leather texture look very convincing ... even just in open GL.

All the well worn destressed effects sell it.

I would love to see how you did this.

-Dave

# 140 21-08-2006 , 06:39 AM
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Heya Dave

Thanks man.

It was pretty straight forward to achieve the worn texture.

I first start with a standard 2048 leather texure and make sure its tileable, Im not overly concerned with any repeating 'artifacts' either as it will all get evenly spread over the 1:1 uv anyway.

Okay once the tiling is sorted, I then scaledown the texture to a resonable size (800pixels) it still keeps the detail pretty good here, any less it will go fuzzy and look crap tbh.

Next I take the uv snapshot and blow it to around 4k pixels, oh yeah, big baby, big! Then by selecting the leather texture go to the 'define pattern' option in PS. It will ask you to name it or you can keep as is. Okay back to the large uv texture, create a new layer, then go to Edit>fill> pattern, and find the defined pattern in the list, usually the last one is the one you just created, and fill the new layer with a fairly tileable leather or texture of you choice.

Okay you should now have a new layer with a tiled texture thru the entire 4k file. Now using a custom brush from PS (chalk is good) or you can make your own (usually best) I use the dodge tool and basically dodge the areas that I need worn, usually with the hilite setting on for the dodge tool. Dupe the UV layer and set it to screen blend mode, lower its opacity and put it over the new texture so you can see where you are dodging. Done. I then make different sized file from 4000 right down to 512 for each object so I have a different range of detail for the models be them extremely close up or far away. Doing this makes a world of difference too for render times.

Hope this helps guys
Jay

# 141 21-08-2006 , 06:43 AM
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Awesome Jay! Thanks for the insider knowledge!
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Jamie.

# 142 21-08-2006 , 09:32 PM
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Bro..man i have to say
hands down, so far, this is my favorite texture you've pushed out for this chick..
All the others, the shirt, pants, Her herself, ect ect...very very good..
But this one, Something about it jus treaches out and ...grabs me..

G


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# 143 22-08-2006 , 03:55 AM
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Hehe G...

Cool


Later
Jay

# 144 22-08-2006 , 08:50 AM
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Thats looking really really cool Jay. Great going.

# 145 22-08-2006 , 09:14 AM
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Cheers Steve

_J

# 146 22-08-2006 , 09:21 AM
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whoa sweet user added image


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# 147 22-08-2006 , 07:22 PM
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I'd have to agree with these guys, that the leather texture is really really awesome. I'll be using this tip of yours pretty soon if I can find the texture for my character's belt. One thing is though....I'm sure you're gonna fix eventually is the buckles on the jacket. It stands out too much and doesn't flow with the jacket. Other than that, wowsa. heh

# 148 23-08-2006 , 02:28 AM
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Update, straps and wrist comlink to do...then onto hair



Anhslaught: Thanks, yeah the straps^user added image

Cheers
Jay

# 149 24-08-2006 , 10:42 AM
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Okay, straps done and am on the belt pouches, color maps are done for those, bump and spec to do....you know the drill LOL

Cheers All
Jay

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# 150 28-08-2006 , 10:47 PM
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Update at last...had a break to practice some z brush also Gardening (groan) and my birthday all this weekend so a little sidetracked...

...Reworked some uvs on the pouches and belt they looked a little erm...crap!! better now, metal bits next...

Jay

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