Substance Painter
In this start to finish texturing project within Substance Painter we cover all the techniques you need to texture the robot character.
# 31 07-07-2007 , 10:29 AM
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leave out 'family man' and your getting close.., but actually there is much more to Amsterdam than the pot cafes, the history and open thinking throughout the centuries is fascinating and something you can be proud of.

as for the 'hole in the ground' cool, thanks for that and i will get on to it

accurate.., well theres a few things there not in the tut, and there will be more, I would like to turn it into a city block and shoot a movie in it.., but dream on eh ??!! user added image as it is, im not very good with maya and for now, accurate is all I can be.., improvisation is for those who know how to break the rules.

cheers and thanks


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# 32 08-07-2007 , 01:27 AM
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playing with light maps this mess, taken with a torch behind a piece of paper (at night,lights off) and mapped to the light

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# 33 08-07-2007 , 01:28 AM
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gets this (experiment for lamp on bridge, ect

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# 34 08-07-2007 , 01:29 AM
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and this wireframe

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# 35 08-07-2007 , 01:30 AM
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gets this

the hole in the road will be fixed in texture later user added image

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# 36 08-07-2007 , 07:36 AM
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playing around with lights, maybe 5 here, couple of spots, an area, and an ambient (not fond of ambient but for now is OK)

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# 37 09-07-2007 , 06:58 AM
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getting on night.., still adding bits and pieces, this scene has spot lights with intensities of up to 80.

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# 38 09-07-2007 , 07:11 AM
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Mirek

Im curious as to the light setup you are using as also the renderer. Im not getting any 'ambience/feel' from this as its lacking shadows too and is therefore looking the same in each screen shot.

If you could let us know what you are using, I may be able to shed some light on (pun not intended) improving your light rig for a better look overall.

Cheers
Jay

# 39 09-07-2007 , 07:24 AM
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hi jay, just really started lighting a few hours ago. I have spot lights with linear drop off, intensity 80 because I treid to map one with .., a map!!??

basically up till now its bean one big area light reflecting from a plain.., I dont know aht Im doing but I know thats sort of how mental ray works.., I have been using mental ray until the paint effects tree in the earlier scene.

so far, its been just mental ray and an area light.

if you have ANY tips, I would be really happy to hear them. I have no tuts for exteriors rendering. just a directional light ect.., blue (dark) for shadows.., thats all I know.

I was going to go in later, after I pit a few more odds and ends there and three point light everything.., (my film background mixed with animation lighting I know very little about.??)

do you want to see the scene?? I think you understand it from what i said.

thanks jay, much appreciated.


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# 40 09-07-2007 , 12:10 PM
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i remember the last was mental ray. this is a directional light and a couple of spolights

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# 41 09-07-2007 , 01:52 PM
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tbh, I wouldent really bother with the lighting at the moment untill youve finished off the modeling, other wise its more stuff to think about and slowing the progress of your work.


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# 42 09-07-2007 , 11:50 PM
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true, its slow enough as it is user added image but any help is good help for the future user added image


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# 43 10-07-2007 , 07:07 AM
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ill move away from lights now, unless someone has some advice (tempting fate??) but here is a double sided shader with an extra condition node for inner and outer glow.., I kind of like it.

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# 44 11-07-2007 , 07:23 AM
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you could maybe add some fog over the streets, to get that eerie feel to it.

# 45 11-07-2007 , 07:47 AM
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goood idea. I was thinking of an over haul on a major part of the set, I will definitely keep your idea in mind. user added image

Im actually acting in a student movie and will be away till in the country Thursday.


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