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 20-09-2005 , 08:59 AM
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Rendering shiny metal

I need to know how to render my AK so it reflects like this picture?
anyone know how to do that?

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# 2 20-09-2005 , 09:01 AM
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here's mine!

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# 3 20-09-2005 , 10:09 AM
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you need an environment map on there. Metal only looks like metal when you have it reflecting an environment. Do you have a cg environment or a real environment?

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# 4 20-09-2005 , 10:20 AM
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Its going to be a CG enviroment

# 5 20-09-2005 , 10:55 AM
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in that case you could raytrace it and it will look better.

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# 6 20-09-2005 , 11:01 AM
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raytracing, I've heard of it but I have no idea how use it in maya??

# 7 20-09-2005 , 11:25 AM
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well I'm not going to spell it out 100% for you you will need to do some research!! user added image basically there is a toggle in your render globals that turns it on and off. Have a read of the manual it's the best place for you to start.

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# 8 20-09-2005 , 12:57 PM
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I've fiddle around with an enviroment map and it looks a lot better now.
Also looked up raytracing briefly but seemed a little complicated, I'll have to look into that more at home I think.

Cheers for the help user added image

# 9 20-09-2005 , 08:54 PM
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shiny metal

Cracker.....you just need to download a silver or chrome shader and assign it to your metal parts...or create your own shader. Try a phong shader....turn the ambient color up and the cosine way down.....play with the settings to achieve a "shiny metal-like color".

# 10 20-09-2005 , 09:00 PM
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it wont look real without reflections please trust me on this!! user added image it will always look like plastic if you dont have the reflections

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# 11 20-09-2005 , 10:02 PM
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Pure_Morning:
speaking on this reflection topic,
is it possible to have a reflect map and have the surface reflect the environment also? like a 50/50 thing?

# 12 21-09-2005 , 08:42 AM
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hmm good question, i've never really done much with maya's env stuff (we work with renderman shaders that do allow you to control the env and refl separately). I think maybe you would have to do a 2 passes one with the reflection map and one with the environment and then mix them in post. How come you need to do this? I would have thought a single env map would be sufficient no?

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# 13 05-10-2005 , 11:06 AM
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if any knows how to activate DGS material in MR please reply.

U need to controll u're specularity , finding out where lightning strikes and where it is reduce.
Create u're own spec map.


tck
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