Substance Painter
In this start to finish texturing project within Substance Painter we cover all the techniques you need to texture the robot character.
# 181 02-02-2012 , 02:44 PM
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You can put some realy nice surface detail in with a bump map

# 182 02-02-2012 , 03:53 PM
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Yes you can Pixal
First attempt............dave

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# 183 02-02-2012 , 10:31 PM
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I some time dont use photoshop for some time and have to remind my self what it can do, starting to get there with the badge...........dave

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# 184 02-02-2012 , 11:02 PM
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yeah every time I stop using PS for even the shortest amount of time I go insane trying to use it again. Just something about the UI that is not intuitive for me.


"If I have seen further it is by standing on the shoulders of giants." Sir Isaac Newton, 1675
# 185 03-02-2012 , 12:40 AM
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That looks ok dave....I wouldnt try to refine the edges too much IMO....as the ref one you have looks cast? That is a cast hull and turret isnt it?

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"A Darkness at Sethanon", a book I aspire to model some of the charcters and scenes
# 186 03-02-2012 , 09:46 PM
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Thanks Bullet
Only done a little need to do another bump for the cast stuff, might try and take some parts into mudbox............dave

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# 187 03-02-2012 , 11:47 PM
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EXCELLENT WORK!


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# 188 04-02-2012 , 12:24 AM
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Thats looking bloody nice dave....this is gallery stuff mate.

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"A Darkness at Sethanon", a book I aspire to model some of the charcters and scenes
# 189 04-02-2012 , 12:08 PM
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Thanks Guys
Not quite there yet Bullet, I must admight I had one objective when I started this and that was to see if I could do a better job than the Lightwave tut I think I am getting there..........dave

Edit:There are casting numbers all over the place side ways upside down, the 2012 is on the ref tank spooky

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Last edited by daverave; 04-02-2012 at 04:02 PM.
# 190 04-02-2012 , 04:44 PM
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That is looking realy, realy good Dave and you haven't even added decals and grime yet.
The 2012 is a bit spooky. Now what is realy creepy is that you can get the remaining 12 and 21 to get 2012/12/21 by using the 3, 4 and 7 that is on the ref.
Question: what gamma settings do you have on your MR sun and sky? On my monitor it's a tad dark.

# 191 04-02-2012 , 04:52 PM
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Getting freeked out put it down turn it off.....LOL...........On my camera I have 2.2 on the gamma crection note to the texture they are all .454 Im new to physical sun so am still learning...........dave

Edit:Gone to the sun multyplyer and increase by .5 not sure if thats how its done and soften the shadow

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Last edited by daverave; 04-02-2012 at 05:08 PM.
# 192 04-02-2012 , 06:11 PM
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I've found that the mia_physicalsky node settings that work for me are pretty much the defaults except the haze and saturation.
The shadow softness you can set on the mia_physicalsun node (Shadow softness). For my current model I use shadow softness of 2 with 16 samples.
On the mia_exposure_simple I set the gamma to 1 and for the render settings I set the gamma under quality->frame buffer to .555 (My monitor is calibrated for gamma 1.8) or .454 for 2.2.

# 193 04-02-2012 , 06:16 PM
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# 194 04-02-2012 , 06:20 PM
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Pixal how do you find the gamma setting for your monitor I have looked into Nvidia control panal its not there........thanks Dave




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# 195 04-02-2012 , 07:25 PM
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Most monitors and graphics cards are calibrated by default for 2.2. Macs used to use 1.8 but that changed not so long ago with one of the OSX releases. On my Mac, together with a spider I borrowed from a friend some time ago (Home theater fanatic), I could calibrate my monitor and card to create a custom color space and get it back to 1.8. I like the nice saturated colors of the 1.8. The spider is a piece of hardware that you literary put on the monitor and using software adjust the red, green, blue, brightness and contrast so that one gets a near perfect linear and equal increase in all color channels as the brightness increases. An overkill for us ordinary people but I thought I'd give it a go.

In Windows you can adjust your color profiles using Color Management in Control Panel. There you also have a selection of printer and display colorspace profiles. If you have a spider then you can use the "Calibrate" option to set up your own colorspace. Catalyst from Radeon gives you the ability to set hue, saturation, brightness, contrast and color temperature but does not give you control over the individual color channels. I don't know if nVidia gives one that kind of control. It will most probably be buried under one of the advanced
options. I had to dig around to find the one in Catalyst.

When one starts experimenting with the gain, knee and compression values of the exposure simple, then that linear curve is not so linear anymore.

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