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 03-09-2009 , 03:26 PM
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Mr Burns Finish Off

Hey Guys,

Moving Mr Burns over here to finish him off properly.

Going to make a spec map (yeah Gen I just slapped the spec on the SSS on there so hence the consistancy, slapped wrist!) adjust the sculpt a bit, create a cavity map etc etc as well as sort out his hands.

Quite a bit to do actually!

Heres what I've got so far (same as the one in the final work section)

Think its got the possibility of being a really good portfolio model.

Cheers

Steve

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"No pressure, no diamonds" Thomas Carlyle
# 2 03-09-2009 , 05:09 PM
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My god that's creepy!

Very cool, looks great, mind if we get a wireframe view on that?

Cheers,
Chris

# 3 03-09-2009 , 06:22 PM
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it would be cool to have a tutorial made of this. I'd be interested to learn how it was made. Really really good.

# 4 03-09-2009 , 06:25 PM
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Cheers guys,

I'll get a wire up for you.

The development is in the challenge forum pretty much. But if you've got any quastions just post them up.

Cheers

Steve


"No pressure, no diamonds" Thomas Carlyle
# 5 03-09-2009 , 06:47 PM
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Hello mate i really wonder about your shading network ?
Can you describe how you've done the skin look etc...

# 6 03-09-2009 , 08:09 PM
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Hey Steve!

Looks really good. worked out great... good mood in some of these final renders.

Will be cool to see how this turns out when you get it all finalized.


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# 7 03-09-2009 , 09:25 PM
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doing full body?




that's a "Ch" pronounced as a "K"

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# 8 04-09-2009 , 06:58 AM
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Hi Chris,

Heres a wire taken from the same viewpoint as the above render.

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"No pressure, no diamonds" Thomas Carlyle
# 9 04-09-2009 , 07:08 AM
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Hi Coldwave,

Heres the settings for the skin shader, theres no real point showing the network as its just a SSS fast skin shader with the following settings, the epidermal is the colour map and the subdermal is the colour map adjusted.

Oh I should also mention that I find with the SSS shader the lighting plays a big part of the effect and the overall weightings of the shader itself.

The model's lit with a low intensity HDR image for reflections of the eyes etc, and 4 lights, an area for the key, fill and the rim light and a point to break it up.

When I make a specular map I will apply it using a blinn and the mix20Layer shader and post that up.


"No pressure, no diamonds" Thomas Carlyle

Last edited by gster123; 04-09-2009 at 07:45 AM.
# 10 04-09-2009 , 07:10 AM
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Chirone, I dunno, I've modeled the pants and shoes but I might go for a top half portrait for the final render in his classic pose (hands to gether etc) that way the detial thats been put in dosent get lost.

Then again for completeness I might do the whole body and just not use it. I might even rig him up too.


"No pressure, no diamonds" Thomas Carlyle
# 11 04-09-2009 , 07:12 AM
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Sorry Coldwave, forgot too add the image!

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"No pressure, no diamonds" Thomas Carlyle
# 12 09-09-2009 , 09:18 AM
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Very good work, and i like this much more.user added image

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