Substance Painter
In this start to finish texturing project within Substance Painter we cover all the techniques you need to texture the robot character.
# 61 02-04-2009 , 11:00 PM
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this is definitely coming along - nice job tweetytunes.

I would probably go with either 4 or 5, tho i think the composition is working best in 4.

like gster said, the one thing that's really letting this down is the saturation of the colors - everything is just too red, too green, etc... i don't think it's a sun and sky setting - so i would definitely take all of your textures so far and just knock them back a bit (or a lot).

great job so far mate - keep at it. user added image

# 62 05-04-2009 , 02:47 PM
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Nice job there. I like it a lot.

# 63 06-04-2009 , 02:31 PM
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arrrr I finished this last night and thought I would be able to render it today but the bloody thing is not working propaly.

In maya 2009 it opens but all the textures are missing and when I go in to the hypershade there is only one tab and no textures at all.

Then in 2008 when I open it and try and display the textures boom it crashes. Tried reinstalling - importing - older files - everything. Arrrrrr.

Who knows maybe I`ll get it in - I need a new PC.


# 64 06-04-2009 , 03:13 PM
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Last edited by tweetytunes; 06-04-2009 at 10:32 PM.
# 66 06-04-2009 , 05:08 PM
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its cool, but i think it still looks a bit over saturated.

# 67 06-04-2009 , 11:08 PM
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really ??? ok I`ll look in to that.

OK a small problem I notice when looking up close. Where I have rendered in layers I have a thin blue line around the edge of each layer. Dose anyone know how to trim it off in photoshop (with out the magic wand tool as its proving very crap at this job).


# 68 06-04-2009 , 11:47 PM
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crop tool, hit 'c' and away you go

or you could use the marquee tool, hit 'm' and click and drag away

although the crop tool is less effort to use

also, make sure the snapping is off...

also outside lighting in bright daylight is pretty unsaturated. if you had a grey sky then it would make sense to have it that saturated




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# 69 07-04-2009 , 03:13 PM
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both of them is really hard to do around the trees and rails.

but the idea for the sky was a sound one cheers - changed the background


# 70 07-04-2009 , 03:32 PM
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Thin blue line around the layers? Could you post up a pic, never had that problem when rendering off myself.


"No pressure, no diamonds" Thomas Carlyle
# 71 07-04-2009 , 04:40 PM
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did you render some separate geometry with a blue background and use PS to comp them?

# 72 07-04-2009 , 05:38 PM
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Originally posted by hammer.horror
did you render some separate geometry with a blue background and use PS to comp them?

yes - used a background image for the final gather and use PS to put it together but I cant for the life of me get rid of the blue line. If you look on the hd verson of the pic and look at the trees and the traffic lines you can see it.

I had to render it sep because over-wise it would just crash


# 73 07-04-2009 , 08:22 PM
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Just render it using layers and passes with overrides to get just the parts you need to keep the alphas. I.e override the primary visibility of the background but keep its shadows and lighting etc on the layer required.

Planning layers and passes required is a absolute must to get the best out of everything for minimal render times as well as using the various rendering software's available.


"No pressure, no diamonds" Thomas Carlyle
# 74 07-04-2009 , 08:48 PM
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it does have the alpha so the background does not show up - just a blue border. Had the same problem with grimlock - who had a black border. Its why I hate rendering in layers, but as I said I had to over wise it would not render.

It needs to have like just 3 or 4 pixels cut of around the boarders



Last edited by tweetytunes; 07-04-2009 at 08:55 PM.
# 75 07-04-2009 , 09:25 PM
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Last edited by tweetytunes; 07-04-2009 at 09:52 PM.
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