Substance Painter
In this start to finish texturing project within Substance Painter we cover all the techniques you need to texture the robot character.
# 136 31-10-2007 , 01:51 PM
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any updates?


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# 137 31-10-2007 , 03:46 PM
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i've done some more work on textures for the office scene, though don't really have anything to show at the moment. I was adding yet more hair to the fly, but decided to take a break so i could get stuck into my scary baby head texturing... i'll post an update soon. user added image

# 138 06-11-2007 , 08:45 AM
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have been working on these two keyboards the last couple of days.

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# 139 06-11-2007 , 09:47 AM
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nice, how did u texture the keys? just one by one im guessing?


looks great!:attn:


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# 140 06-11-2007 , 09:56 AM
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yeah - they were a bit of a headache!

# 141 07-11-2007 , 09:04 AM
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great progress on the fly arran, its really starting to get that realistic effect - especially with the facing ratio shader technique. I didnt know what it was so a quick google came up with this for anyone who doesnt know:
https://stevenchan.us/publications/mayafacingratio

and a tutorial on how to get the same effect with a candle flame:
https://www.thegnomonworkshop.com/tutorials/candle.html

right, back to your progress arran (just thought those links might be useful for people to know about it) user added image

The keyboards have come out really nice - is that standard lighting, mental ray or some other funky renderer?

Si


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# 142 07-11-2007 , 09:15 AM
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thanks for the tutorials Si user added image yeah, i used the steven chan one when i did the fly. here's another:

https://www.spafi.org/index.php?optio...=468&Itemid=29 user added image

the keyboard render is a mental ray with some final gather and an occlusion composited on top. I still want to add some dust to the casing and also a spec map.

# 143 08-11-2007 , 05:46 AM
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That is excellent Arran, great job on the keyboards.

# 144 08-11-2007 , 11:08 PM
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this is looking pretty pimp, arran user added image

any chance we can see the shading network of the fly, I still feel like it's missing the particular way light reacts to it. Take a look at some car paint shaders and see what they're doing differently, because the principals are pretty similar.

# 145 08-11-2007 , 11:52 PM
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hey - thanks a lot minstrel and funky bunnies. user added image

yeah - definitely agree that the fly shader needs some more work - i decided to take a break from it though as it was making my head hurt.

I'm stuck at work at work at the moment, so i'll post up the shading network in the next couple of days.

# 146 09-11-2007 , 03:42 PM
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hey man nice keyboards user added image really like it, i did it one time and i got annoyed with applying the different textures to every single key.

btw next time im doing keys, i thing im going to do a projection of a keys created in PS on the keys, and then i think it is a little faster. dont know user added image

# 147 09-11-2007 , 07:35 PM
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Originally posted by AikoWorld

btw next time im doing keys, i thing im going to do a projection of a keys created in PS on the keys, and then i think it is a little faster. dont know user added image


yea i was thinking the same thing.

Can we see a close up wire?


A great mod for Jedi academy www.moviebattles.com

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# 148 09-11-2007 , 11:08 PM
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hey - thanks for the great responses.user added image

ok, here's my shading network for the fly's body. at the moment it's a blinn with a layered texture plugged into the color. on the bottom of the layered texture is my color map and on the top is a blue ramp with a black to white ramp connected to the alpha. they both have a sampler info node connected to the facing ratio and the v coordinate... er.. does that make sense? not sure if i understand it...:blush:

that's just the body - i have separate shaders for the head, hair and wings.

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# 149 09-11-2007 , 11:15 PM
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if i understand it correctly your samplerinfo is created for the edges of you geometry creating like a reversed occlusion, but instead of a static collor you can add an image to it user added image
Or a more relevant file is a ramp.


Well i dont know if thats what you tried to create.

Cool shading network!

# 150 09-11-2007 , 11:15 PM
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here's a close up of the keyboard - wasn't sure what area you wanted to see up close. yeah - a projection might work for the keys, though i guess it might be a bit of a headache lining them up. uv mapping the keys actually wasn't that bad - you do one for each type of key and then it's just a case of transferring the uvs and moving them into a separate space. painting the textures took a while, but it was mindless work so not that bad. user added image

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