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 17-04-2012 , 10:17 AM
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One bedroom Apartment

Hey all, been a while since I posted anything so here is a WIP that I have been working on. The name of the project that I have been working on Is called nextgen and it will be for an expo in one month. Here are the blueprints

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# 2 17-04-2012 , 04:15 PM
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Cool. I'll be watching user added image


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# 3 18-04-2012 , 12:43 PM
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Started working on the furniture

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# 4 18-04-2012 , 01:27 PM
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Here are the lighting tests for the living room

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# 5 18-04-2012 , 02:25 PM
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The bump on the floor seems really strong.


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# 6 19-04-2012 , 12:34 PM
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Now that you mention it it does look like the values are too high. Ill fix that and repost later in the day so this is my progress so far with the pillow textures.

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# 7 21-04-2012 , 05:50 PM
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The couch looks kinda low, are you using refs?


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# 8 25-04-2012 , 06:22 AM
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Looks cool murambi...yeh Gen it does look low...though it could be a pullout sofa?? Which brings me to the next question murambi...how did you go with scaling all this??? because Maya is a PAIN in the bum for scaled stuff. The light seems bright too mate...especially on the RHS of the room as you look outside...seems to wash out a bit.

cheers bullet


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"A Darkness at Sethanon", a book I aspire to model some of the charcters and scenes
# 9 25-04-2012 , 09:36 AM
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When it comes to scale. I had to work with architects to make sure all the dimensions I had were right. Plus they are currently constructing the apartments and have a sample room ready for viewing. So there was alot of back and forth to make sure everything was right. With the lighting that was just a quick way of showing the room still needs alot of tweeking.

# 10 26-04-2012 , 09:56 PM
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Hey guys is there a floor modelling script like the ones used in 3dsmax

# 11 03-05-2012 , 04:45 PM
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Hey everybody Im having problems with viewing textures in the viewport. Especially Mental ray materials. Is there a fix for this as its very annoying

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# 12 03-05-2012 , 04:53 PM
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If you look at the attributes of the MR material, scroll down to the Hardware Texturing section. Select diffuse or combined textures in the texture channel.

# 13 03-05-2012 , 07:07 PM
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Another solution is to select an object using the shader, get into the uv editor and select the appropriate texture under the "Textures" menu. Or it could be something funky going on with the materialInfo node but we'll cross that bridge when we get to it.


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# 14 03-05-2012 , 11:38 PM
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Thanks guys both methods actually work. Everything is pretty much modelled now just uv mapping and bringing everything in for render test

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# 15 28-05-2012 , 03:27 PM
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So a little bit of progress

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