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 02-08-2007 , 03:27 AM
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which light?

just some fun.., what kind of light did I use and how did I do it?? there is one light in the scene (except for an ambient light to light the rig)

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# 2 02-08-2007 , 12:50 PM
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My guess would be spot light with fog turned on.

Here's my quick effort.....

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Last edited by happymat27; 02-08-2007 at 01:25 PM.
# 3 02-08-2007 , 10:37 PM
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can we see the batman symbol in the next version? user added image


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# 4 03-08-2007 , 01:03 AM
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matt you win a trip around the world and $10,000.., just kidding user added image

a spot light with the region decay tweaked and yes, fog! (some MIGHT have thought it an area light!)

I dont know about batman but i tried to get dust floating through it but havent worked it out yet.., I saw a tut on this on the net a few days ago and thought Id give it a go from memory.., but forgot how the dust is done??

batman's next... user added image


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# 5 03-08-2007 , 08:06 AM
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this is what I wanted., fog intensity mapped with 3D granite texture.

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# 6 03-08-2007 , 08:07 AM
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spot light (2) controlled by decay regions

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# 7 03-08-2007 , 08:26 PM
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Awwww man, I could do with $10,000 (even if they were Aussie Dollars!).

Si, you got me to thinking about the bat signal so as a diversion from my final year project here's what I came up with....

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# 8 03-08-2007 , 11:21 PM
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looks great, how did you do it?


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# 9 04-08-2007 , 12:26 AM
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no problem Matt, I think Ive worked it out??

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# 10 04-08-2007 , 06:45 AM
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Well done Mirek.

There are a couple of ways to get the same result, I used a transparency in front of the spotlight and turned on raytrace shadows (see attached), alternatively I could have projected the symbol from the light (gobo) by attaching the image to it's intensity attribute.

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# 11 04-08-2007 , 07:08 AM
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i mapped it to the intensity.., user added image


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# 12 04-08-2007 , 12:20 PM
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mistake, i mapped the colour. those are good tips Matt, thanks, though looking at it now I think its the second spot light, the intenser one is treating it(the bat image, bat black on white) like a shadow? giving the light that cut look? the softer light, as colour.


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Last edited by mirek03; 04-08-2007 at 12:23 PM.
# 13 04-08-2007 , 12:30 PM
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this what i mean

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# 14 04-08-2007 , 12:51 PM
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I'm not entirely sure that I follow Mirek,

can you tell me what the lights in your scene are for. I only used one light for the bat symbol render.

When lights cross paths the output is always intensified (light or effect). you may know this already but I've made a quick illustration to show it anyway.

Cheers.

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# 15 04-08-2007 , 01:27 PM
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sure, I made a separate spotlight to map the 3D texture, the granite texture and turned off all the lightlinking, everything, when I mapped the batsignal I didnt turn off the linking for that, it looks like its being teated as a shadow?? Im not sure? the batsignal is the correct 'hue' with the less intense light, its mapped to the colour, but the bat signal is cutting off the light from the second spot light, thats what it looks like.., yes i know its not plugged into it.., but thats what it looks like, ??

any clues, thats why I put up the rig?


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