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 09-05-2008 , 03:29 PM
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This is looking great. Star Wars modelling is always a pleasure to watch.
Great job on the models and the refined trench that you did. Really good!
Can't wait to see an animation mate! user added image

But may i ask, what rendering engine you use?


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# 62 11-05-2008 , 12:33 PM
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Cheers

All done in maya software at the moment

# 63 11-05-2008 , 05:01 PM
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Ive been trying to come up with a lighting rig for the space ships generaly that will fit most of the space battles, also i want to keep the number of layers down in case there ends up being a lot of elements involved.

Ive been playing with final gather to give a flat color layer, but with as mutch interest as possible so i dont have to do shadows highlits etc... here ive got a black surface shaded sphere with faces on opposite poles textured with 2 seperate white surface shaders, one is called bounce ond the color gain is loe and the other is called sun and the color gain is ramped up. these areas are quite small to try and simmulate some directionality.

Please tell me if i am totaly loosing it!! im making this stuff up as i go, there must be easier ways right?

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# 64 11-05-2008 , 05:02 PM
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xwing fg

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# 65 11-05-2008 , 05:12 PM
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looking great dude, I have to wonder though would ambient occlusion baked textures help you out at all? adds a sense of realism and global illumination with out actually using it. When I get home I can post the link for the tut I found earlier that covers it.
Looks like it might be good for you.

and the link I promised!


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# 66 13-05-2008 , 02:20 PM
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Yeah cheers mate

At the moment im in flux about how i'll go about it, im thinking 3 passes just for the hero craft in each shot and the generic one for the distant ships, color as above plus amb occ and spec, i,ll try it out and post for comment.

Thanks for the comments

# 67 10-06-2008 , 09:35 AM
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Trouble and strife

This took some computer crashes to get right...ish, i was trying to get a surface for the dog fights above the death star, my meshes where way too heavy so i had to learn an abjecty lesson in stripping them down, so heres my compromise..

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# 68 21-06-2008 , 07:05 PM
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New Trench Test

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# 69 21-06-2008 , 08:39 PM
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Looking good

I cant wait to see this finished

# 70 21-06-2008 , 10:47 PM
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This thread is getting better and better Paldav. Cannot wait to see this all come together.

Keep up the aewsome work man.

user added image :bow: user added image

# 71 22-06-2008 , 10:18 AM
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Good Job! This just keeps getting better and better! user added image
Really inspirational stuff for newbies to maya like me.

:bow: :bow: :bow: :bow:

# 72 26-06-2008 , 08:54 AM
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Thanks for the comments guys, when i sort out a video editor i will post up some screen shots, i did think of putting some of the shots on you tube but the resolution on there just kills everything.

# 73 26-06-2008 , 09:03 AM
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Just a question paldav:
How did you get the flames done for the thruster of the X-Wing?
Looks really good!
user added image


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# 74 28-06-2008 , 06:24 AM
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i put some geometry in the back of the thruster pure white lambert with white ambient color and give this a glow (material att ed special effects)

then just for the front shots i created a torus that hugs the back end of the thruster and set this up as red, and give it a glow but with hide scource.

one thing i will say though is never render for compositing with the glow in the scene, you have to render the glow out on its own or the only halo you will see is where it intersects with the geometry,
i apply a surface shader to the ships to correctly mask the glow and render it seperately.

# 75 29-06-2008 , 01:36 AM
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I finally found a way of grabbing some screen shots

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