Substance Painter
In this start to finish texturing project within Substance Painter we cover all the techniques you need to texture the robot character.
# 1 20-01-2006 , 03:42 AM
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Old House

This is my first finished work: a simple old house. The work is obviously on the texturing. The hardest thing to achieve was the tree (really painful to render). I wanted the whole thing to look real, but it looks more like a painting...

Any comments or critics are welcomed.

I used Mental Ray and Photoshop.

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# 2 20-01-2006 , 06:08 AM
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the green door i find a bit hard to believe, usually more wood color would be realistic, unless the wood was painted


First year 3D Grad
# 3 20-01-2006 , 10:50 AM
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Yes, Turbo Dan, the door and the window are supposed to be painted. Maybe if I decrease the bump map they will look better.

Thanks for replying!

# 4 20-01-2006 , 11:06 AM
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here it is:

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# 5 20-01-2006 , 11:08 AM
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not bad but to make things look "real" its all down to lighting user added image
start reading up on lightning tuts, and final gather etc.

# 6 20-01-2006 , 11:42 AM
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I know, I know. I tried to use Final Gather, but it was taking hours to render. I'll work on that.

user added image

# 7 20-01-2006 , 12:05 PM
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what setting did u have just try 250-300 final gather rays.
also put 1 point light in the scene and make its intensity 0
then for each material used go into the attribute editor and go to menta ray tab and put your irradiance levels half way instaed of full. that scene should only take 2 mins max. to render.

# 8 20-01-2006 , 12:17 PM
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Hey thanks. Actually, the lighting I'm using is very simple. I have one point light for shadows and one directional light for general illumination. I will try your settings.

As you are helping me, I have a question... Why things that look good when closer, don't look that good when they are far. It's the case of the little gecko I put on the front wall. It looks much better in a close up.

Then, a second question. I wanted to render the tree in a separated layer. I did so, and exported the picture as targa (with an alpha channel) but then, in Photoshop I couldn't figure it out. How do you compose the tree and the rest?

# 9 20-01-2006 , 12:29 PM
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try a higher resolution for better detail. maybe 1024-full windows/rendering editors render globals. but make sure its ticked as render globals and not perspective. to do this go to render in the pull down menu, where modeling animation etc and situated top left. then go to the render tab/test resolution/global.
to compose i would of thought render your tree and save as png which will save it with no background tranparent then open it in adobe, and create a new layer and add the tree to the new layer from your original house render.

# 10 20-01-2006 , 12:39 PM
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heres my composite render just done now the way i said. added a black background too.
the blue cube was a seperate render.

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# 11 20-01-2006 , 02:39 PM
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Ok. I rendered the scene with Final Gather, using a point light with 0.3 0f intensity (otherwise the results are too dark). I used a white texture as a Image Based Lighting.

In general, I like it better, but now the details of bump mapping are a little blurred.

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# 12 20-01-2006 , 03:08 PM
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it would look a lot better without that blue thing round the house

# 13 20-01-2006 , 04:03 PM
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love the geko

# 14 20-01-2006 , 05:46 PM
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Here you are:

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# 15 20-01-2006 , 05:50 PM
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And, a little close-up of the gecko.

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