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 17-10-2009 , 10:41 PM
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Rotating a Texture without effecting the rest

Hi all.
I have this table that I'm rendering. There are no lights atm, just trying to get the wood grain down to start.
As you can see, the top is correct and so are the shelves.
My issue is with the sides. I need to rotate the texture 90 so its up and down. But every time I do that, it changes all of it.
I do have a different blinn for the top and the sides but the wood texture is the same for them all.
What am I doing wrong?

Scott

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# 2 17-10-2009 , 11:02 PM
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search for something called UVs. they are the coordinates for the textures placement.

# 3 17-10-2009 , 11:46 PM
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Thanks Hammer.
Trying to get this to work and then improve it as much as I possible can. This is all new territory for me.
And to top it off, this is for a guy I do woodworking drawings for that wants to add this to his website.
Pressure is incredible. :headbang:

# 4 18-10-2009 , 02:37 PM
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Alright. Man what a morning!
Learning UV is fantastic!!! I love it.
So far:
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# 5 18-10-2009 , 02:48 PM
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Ok. Got the doors and the rest of the table textured.
Got a light there too.
Now to make it look more real.

Any ideas?

user added image


Thank you so much so far.


Scott

PS. Walls can be changed and so can the floor. Again this is more first time. The guy wants it to look like it fits into a room so if I need to put more furniture in or even a pic of a room would work... let me know.

# 6 18-10-2009 , 03:45 PM
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You should bevel some of the edges to make it look more natural. user added image


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# 7 18-10-2009 , 03:54 PM
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Actually if it is a sheet of veneer plywood, there wouldn't be any bevel of any kind just square edges.
But thank you.

# 8 18-10-2009 , 04:11 PM
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Shadows would be a good place to start user added image


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# 9 18-10-2009 , 07:40 PM
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micro bevel, nothing is that sharp.

# 10 18-10-2009 , 08:00 PM
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I guess you're having fun with UVs because its new to you but I personally hate the suckers lol. Even if its a teeny tiny bit of a bevel it will make a world of difference in cutting back that "CG" look. I think the shaders need to be tweaked some, right now they're more on the ambiguous side. Plus the repeat on the floor texture may be too high. The renderer you're using plays a big part in your approach to lighting and you never did say.


Hey I should add that to my FAQ :nod:


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Last edited by GecT; 18-10-2009 at 08:04 PM.
# 11 18-10-2009 , 08:06 PM
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Thanks very much all.
I have been at this all day and any info is fantastic.
GecT... yes so far its fun. I like the control of what I can do. But ya.. I was pulling my hair out trying to figure it out.

I will correct and show again.
At least every time it looks better... user added image

# 12 19-10-2009 , 02:29 AM
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Originally posted by GecT
I guess you're having fun with UVs because its new to you but I personally hate the suckers lol.

I used to hate them as well, but now I enjoy them. Quick too. What the wonders of being an intern will do to you eh? user added image


Imagination is more important than knowledge.
# 13 19-10-2009 , 07:16 PM
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How real do you want it too look?

As you won't get far without a decent lighting setup for aspects like self shadowing, specularity and lots more fun things to explore.

Cheers,
Chris

# 14 20-10-2009 , 08:15 AM
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As real as my skills can get me.

# 15 20-10-2009 , 09:32 PM
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I beveled it. now to work on the shading of it and redo the floor.
Was in NY working yesterday - ALL day... I hate the city.

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