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 12-04-2007 , 06:23 PM
t1ck135's Avatar
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futuristic city scene

Hi guys,

Just thought I'd post some stuff I'm playing with for uni at the minute.
This scene will be a background for a poster that could possibly be used for my final project (not decided on the style etc yet).
It's a very early draft after playing with some geometric shapes and deciding on possible layouts etc.
Next steps are to texture some skyscrapers and some other buildings and design some futuristic hovering craft for the road section (which will be reflective).
Then the difficult task of lighting it in a good way...

user added image


Examples of bTraffic - a traffic animation tool for Maya
bFlocking - a tool for Maya 8.5+ to generate flocking and swarming behaviours
Jan/Feb Challenge 2007 Entry and W.I.P
May/Jun Challenge 2006 Entry and W.I.P
Mar/Apr Challenge 2006 Entry and W.I.P
Jan/Feb Challenge 2006 Entry and W.I.P
Nov/Dec Challenge 2005 Entry and W.I.P
Sep/Oct Challenge 2005 Entry and W.I.P
Jul/Aug Challenge 2005 Entry
www.flash-fx.net
# 2 12-04-2007 , 06:34 PM
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Dude ..this is a great start I'll be watching this one user added image

# 3 12-04-2007 , 06:54 PM
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thanks jsprogg user added image

here's a slight update messing about with the road surface to get a reflective feel (just placenholders for vehicles right now). I've also removed the blue tone out of the picture for the moment so I can concentrate on the textures before giving it a photoshop 'tint and shine' user added image


user added image

Si


Examples of bTraffic - a traffic animation tool for Maya
bFlocking - a tool for Maya 8.5+ to generate flocking and swarming behaviours
Jan/Feb Challenge 2007 Entry and W.I.P
May/Jun Challenge 2006 Entry and W.I.P
Mar/Apr Challenge 2006 Entry and W.I.P
Jan/Feb Challenge 2006 Entry and W.I.P
Nov/Dec Challenge 2005 Entry and W.I.P
Sep/Oct Challenge 2005 Entry and W.I.P
Jul/Aug Challenge 2005 Entry
www.flash-fx.net
# 4 12-04-2007 , 06:55 PM
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Very Nice Composition

Jay

# 5 12-04-2007 , 10:56 PM
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I love it!

Maybe some nice curved street lights/lamps each side of the road and a pedestrian section on 1 side to help sell the scale a little more?

Keep it comin user added image


"If you think you can or if you think you can't....... you're right!"
- Henry Ford.

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# 6 13-04-2007 , 12:02 AM
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The shaddows need a higher filter number. They're a little pixelly...


I like how the sky isn't a solid color though!! Good reflections! I'm excited for the rest of the picture!

Sparticus

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Expect to excell...

Last edited by wasatch5_sparticus; 13-04-2007 at 12:04 AM.
# 7 13-04-2007 , 05:41 AM
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cheers jay, thats the bit I've been spending most of the time on so far user added image

thanks tiddles, I like your ideas with showing the scale off more (the skyscraper textures at present are too large so changing them might help). The road network will be pretty much self regulated other than robotic traffic style cones that quickly move in, block accident areas off and remove debris (kind of doing the job of the police, ambulance and fire services all in one). The roads are also pretty much their own separate units because of this and 'generally' no pedestrians will be on the main areas but may be around junction areas where the roads leave and join.
That's not to say the building towards the front right cant have people or items to give a better scale present user added image

thanks wasatch5_sparticus, I'm not too worried about the shadow pixellation yet but I've made a note as to what you said so it can be altered later user added image


Examples of bTraffic - a traffic animation tool for Maya
bFlocking - a tool for Maya 8.5+ to generate flocking and swarming behaviours
Jan/Feb Challenge 2007 Entry and W.I.P
May/Jun Challenge 2006 Entry and W.I.P
Mar/Apr Challenge 2006 Entry and W.I.P
Jan/Feb Challenge 2006 Entry and W.I.P
Nov/Dec Challenge 2005 Entry and W.I.P
Sep/Oct Challenge 2005 Entry and W.I.P
Jul/Aug Challenge 2005 Entry
www.flash-fx.net
# 8 13-04-2007 , 10:48 AM
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slight update, rescaled and changed the textures on the background buildings and am playing with reflectivity and how it will affect the scene user added image

user added image

Si


Examples of bTraffic - a traffic animation tool for Maya
bFlocking - a tool for Maya 8.5+ to generate flocking and swarming behaviours
Jan/Feb Challenge 2007 Entry and W.I.P
May/Jun Challenge 2006 Entry and W.I.P
Mar/Apr Challenge 2006 Entry and W.I.P
Jan/Feb Challenge 2006 Entry and W.I.P
Nov/Dec Challenge 2005 Entry and W.I.P
Sep/Oct Challenge 2005 Entry and W.I.P
Jul/Aug Challenge 2005 Entry
www.flash-fx.net
# 9 13-04-2007 , 02:58 PM
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Scale is much better. Slight changes to texture can sure have a big impact. So, are we gunna get a pic from another angle?
(I wanna see what you got goin on the far right hand side)


"If you think you can or if you think you can't....... you're right!"
- Henry Ford.

KickarZ Studios
# 10 13-04-2007 , 03:51 PM
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wow! this is looking very cool mate - really like some of the reflection that you've got going on - especially on the road- and the composition looks cool too.

this reminds me a bit of that futuristic bridge scene that you did for one of the challenges last year.

looking forward to seeing some updates. user added image


Last edited by arran; 15-04-2007 at 07:57 AM.
# 11 13-04-2007 , 04:16 PM
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thanks randy, its going to be a backdrop for a poster I'm working on for a uni project. It's kind of loosely linked in to my final project idea (not futuristic) which will probably start being developed and posted up here in a few months. Cool hover cars are the plan for the road user added image although time may mean that they are fairly simple

you're right there tiddles, playing with the scale has definitely helped - and sorted problems out that could have happened in the future user added image
It's primarily composed for this single shot but I'll post up some angles of the build up and how its developing tomorrow

thanks arran user added image yeah the reflections are what I'm trying to nail down at the minute. It seems really slow going working lots on the composition and then reflections when I want to dive in and model some new bits user added image It does have some similarities with the old bridge attempt (totally forgot about that till you mentioned it) but this one will be mainly geometry instead of a matte backdrop.

More updates tomorrow
Si


Examples of bTraffic - a traffic animation tool for Maya
bFlocking - a tool for Maya 8.5+ to generate flocking and swarming behaviours
Jan/Feb Challenge 2007 Entry and W.I.P
May/Jun Challenge 2006 Entry and W.I.P
Mar/Apr Challenge 2006 Entry and W.I.P
Jan/Feb Challenge 2006 Entry and W.I.P
Nov/Dec Challenge 2005 Entry and W.I.P
Sep/Oct Challenge 2005 Entry and W.I.P
Jul/Aug Challenge 2005 Entry
www.flash-fx.net
# 12 13-04-2007 , 04:57 PM
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very nice concept man, one thing i noticed was the ahrp edges on the buildings, i think you should bevel them.

# 13 14-04-2007 , 01:56 PM
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thanks younglion user added image
yep nothing has had any bevelling yet, the buildings are still more or less placeholders awaiting more detail user added image

Should hopefully be back on this tomorrow to work up the reflections and start getting some textures on the closer buildings

Si


Examples of bTraffic - a traffic animation tool for Maya
bFlocking - a tool for Maya 8.5+ to generate flocking and swarming behaviours
Jan/Feb Challenge 2007 Entry and W.I.P
May/Jun Challenge 2006 Entry and W.I.P
Mar/Apr Challenge 2006 Entry and W.I.P
Jan/Feb Challenge 2006 Entry and W.I.P
Nov/Dec Challenge 2005 Entry and W.I.P
Sep/Oct Challenge 2005 Entry and W.I.P
Jul/Aug Challenge 2005 Entry
www.flash-fx.net
# 14 14-04-2007 , 08:20 PM
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Very impressive work t1ck135! This reminds me of the bridge you were working on for the aug/sept challenge last year if I reccall correctly.

# 15 14-04-2007 , 10:57 PM
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Si

Are you goingto be animating this?

I just thought, if not, why not save yourself the hassle and matte paint it instead of texturing it (painfully)

You can render out shadows, reflection and spec etc and then comp in PS over the textures! Easy

Jay

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