Substance Painter
In this start to finish texturing project within Substance Painter we cover all the techniques you need to texture the robot character.
# 16 18-12-2005 , 05:21 PM
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thank you gohan1842

i'm very happy that my work likes to someone

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# 17 18-12-2005 , 08:23 PM
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it is looking good, definately photo-realistic user added image

Maybe a more detailed wood texture might help and zooming in on the knife (if you went for the second image as your final scene)


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# 18 18-12-2005 , 08:47 PM
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thanks for the suggestions and for the appreciation. user added image

you are right respect to the texture of the wood. I believe tha i must change it.
do you know where I can find one good free?
because those that I have are similar to this it changes only the color and I believe that the final effect is the same.

# 19 27-12-2005 , 01:23 PM
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test final render.

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# 20 27-12-2005 , 02:22 PM
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thats really really cool!


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# 21 27-12-2005 , 05:21 PM
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Thats really impressive work muteking1. I was wondering if you were still going to finnish it. For a test rendering that looks perfect. My only complaint is that your model is too small. I reccomend tightening up your shot a bit, so we can see more detail.

# 22 29-12-2005 , 04:58 PM
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different illumination

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# 23 29-12-2005 , 05:08 PM
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thanks MattTheMan and THX1138

for the hi-res image i'm waiting to chose the best.

muteking

# 24 30-12-2005 , 01:09 AM
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Your first one looks alot better. Use ray tracing for your shadows on the second one. Let me know if you need any help on ray tracing.

# 25 30-12-2005 , 01:23 AM
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for light use raytraced shadiw with ray trace depth at like 8 and with the shadow rays at 100


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# 26 30-12-2005 , 10:48 AM
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i need help on ray tracing .

MattTheMan using your suggestion i have obtained this render
low quality

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# 27 30-12-2005 , 02:37 PM
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eek well... hmm... gues what, it didnt work for me either. user added image im learning... still


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# 28 30-12-2005 , 06:14 PM
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Muteking1, Raytracing is a really simple feature to work. If your using a directional light ( which is what it looks like your using ) adjust your light radius and shadow rays attributes.

The light radius controls how soft or hard your shadow looks. the shadow rays controls the level of grain in yuor shadow. Open up a test scene with the objects of your choice, with some directional light, and render a scene using phongs ( with little or no reflections ) for your shader materials. lamberts don't seem to work well with a high light radius setting. Be shure to turn off depth map shadows and turn on Ray traced shadows.

For your second test render, bump up your light radius to say 36 and render. You will notice that your shadows are much softer but they are really grainy. They are grainy because they have no shadow rays. To reduce the shadow grain, bump up your shadows rays to say 32, and render another scene. The grain should not be visible anymore.

If you don't like how soft the shadow looks, simply reduce the light radius until your satisfied.

Here is a pic to show the results of the settings I mentioned above.

Best of luck.user added image

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Last edited by THX1138; 30-12-2005 at 06:19 PM.
# 29 30-12-2005 , 10:38 PM
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thanks THX1138 your suggestions are clear

i'm using ambient light or spot light.
howewer i try to use the directional light to se the results

# 30 31-12-2005 , 11:49 AM
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any one can tell me how i add a link for my hi-res image
thanks

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