Substance Painter
In this start to finish texturing project within Substance Painter we cover all the techniques you need to texture the robot character.
# 16 31-05-2009 , 10:15 PM
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I'll just post that one, I dont want to detract from your thread. The PLE watermark seems to cover less of the screen but is more pronounced where it is. Your mausoleum is looking cool and creepy

# 17 31-05-2009 , 10:53 PM
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Thanks for the picture Ben. Your right it is less obtrusive than mod tool. It wouldnt be a bad thing if i used the maya ple, to work out the rust since i havent used it in quite some time. Though i couild you both apps one to model the other to render.

# 18 01-06-2009 , 02:38 PM
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Originally posted by WynterNyght
Thanks for the picture Ben. Your right it is less obtrusive than mod tool. It wouldnt be a bad thing if i used the maya ple, to work out the rust since i havent used it in quite some time. Though i couild you both apps one to model the other to render.

usually with PLE's you cant export to a common file format, to prevent people then getting someone else to render the scene for them
Not sure about mod tolls though
I know the maya PLE can open some common file formats but it cant export them

# 19 15-06-2009 , 11:44 PM
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Alright so heres a pic of me trying to make the fire the lightsource. Not sure if im doing it right but i have 2 point lights one in each bowl

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# 20 16-06-2009 , 01:14 PM
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Fire doesn't emit white light user added image


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# 21 16-06-2009 , 03:26 PM
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Thanks gect, yeah i actually changed that after i posted that. Heres what it looks like with a orangish color. Something is still missing though, whether it be more detail on the building, more objects im not sure yet.

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# 22 16-06-2009 , 04:48 PM
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Heres one with raytracing shadows, slow as hell to render due to the fire and smoke.

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# 23 16-06-2009 , 05:12 PM
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Looks good (much better rendering than I'd be able to do).

I do think, however, that the smoke looks a bit heavy and dense, both in the quantity/opaqueness, and in the fact that it's not wisping up very far. I guess it depends on what's being burnt...

# 24 16-06-2009 , 06:07 PM
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Thanks stwert user added image yeah the reason the smoke isnt going far up is because of the container (which isnt visible). Ill have to make it higher

# 25 16-06-2009 , 07:21 PM
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I'm liking some of these latest ones.... it has a nice atmosphere building up.

Nice!


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# 26 16-06-2009 , 10:18 PM
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Thanks im still trying to work out there render Mantra, im so use to mental ray. Heres a pic of it rendered with there physical based render. As you can see lots of noise im still messing around with setting, but it takes forever with this rather than the micropolygon render.

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# 27 17-06-2009 , 02:28 AM
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Heres a view from the front. I attempted to edit the fire, forgetting that in doing so i would have to resimulate and recook it, then saving the cache of the low and high rez for each fire to disk. Easy just takes a while. Im also thinking of using a different object for the fire to burn, right now its a big spheres in the bowls, they are just not visible on render.

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# 28 17-06-2009 , 04:05 AM
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If this had the fog and clouds the first image had it would look so much cooler.


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# 29 17-06-2009 , 02:39 PM
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Thanks Gect, im actually working on the fog, or trying to for some reason the particles arent rendering. Im sure its user retardedness on my part but ill figure it out lol. Though im sure i can get the clouds back in, dome image

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