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 28-09-2012 , 11:05 AM
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Environment

Another one user added image

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Last edited by SwatSnipe; 14-11-2012 at 03:50 AM.
# 2 28-09-2012 , 11:34 AM
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Gtfo! That looks great! You've had your nose to the grindstoned eh user added image. It's paying off. Only thing that that I can say is that the tree trunk silhouette is pretty smooth for such a bumpy looking bark texture.


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# 3 28-09-2012 , 01:51 PM
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Looks really good, nice job.

# 4 28-09-2012 , 08:01 PM
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I agree, looks great. Good job!


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# 5 28-09-2012 , 10:25 PM
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Cheers guys! user added image Yeah, i just loving doing environments. Always have since i did maps for different games in quark, hehe! I agree on the tree trunk thing. The trunk is actually a paint FX stroke which i applied 2 bumps + a displacement map on. I puched the bump to 1 and put a really high disp value with no great result. But i think i will end up modelling the trunk myself and putting it into zbrush ^^

# 6 29-09-2012 , 09:27 AM
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Nice job, I dont think your displacement is working try changing the alpha offset in the file node.............dave




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Last edited by daverave; 29-09-2012 at 10:10 AM.
# 7 29-09-2012 , 09:42 AM
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I agree with Dave. I do not see any displacement. Are you using maya software or mental ray? This is important because they are set up differently.


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# 8 29-09-2012 , 11:11 AM
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Using mental ray. Alpha gain set to 5 and offset to -5 user added image gonna look into it later. Can't use the approximation editor for paint fx, so i did a regular smooth. But there is displacement. Did serveral rendertests with the tree alone. But maybe it's cause i rendered the fog by itself? I only put a lambert black hole on the tree without attaching the displacement map from the color photo?

# 9 29-09-2012 , 01:03 PM
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I have fixed it user added image gonna render it out tonight. Takes like 4 hours for a still with mitchell and anti aliasing cranked up

# 10 30-09-2012 , 03:23 PM
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A little bit better now?

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# 11 30-09-2012 , 04:40 PM
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The original was good but this version much better!


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# 12 30-09-2012 , 06:06 PM
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Yes that does look better seams to blend in better................dave




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# 13 30-09-2012 , 06:33 PM
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That's pretty incredible. Mind doing a short tut on building plant matter? You seem to have done a terrific job blending different shrubberies together. My only crit is that the fog seems a bit strong for this type of scene. I don't know, the bright fresh green in the foreground doesn't seem to mesh with the somber desaturation of the background.

# 14 30-09-2012 , 07:20 PM
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Cheers guys! Yeah, the fog is rendered seperately. So i just duplicated the fog layer in photoshop until i got the amount of fog i liked. But i could reduse it in post user added image

Yeah! Would be fun to do a tut. What did ya want to know? To do it from scratch? Or just getting the materials right? Cause it's a blend between making shaders, particle emitters and hero objects user added image

# 15 30-09-2012 , 10:28 PM
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looks great but lessen the fog a little

Jay

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