Substance Painter
In this start to finish texturing project within Substance Painter we cover all the techniques you need to texture the robot character.
# 31 11-06-2013 , 12:05 PM
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Trying to make different types of coral with paintfx..................dave

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Last edited by daverave; 11-06-2013 at 07:48 PM.
# 32 15-06-2013 , 09:21 PM
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Using the parti_volume shader not the easest to use, I think the god ray are not showing up as there are many.................dave

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Last edited by daverave; 17-06-2013 at 06:42 PM.
# 33 18-06-2013 , 01:53 AM
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Nice Dave. I have to start using paint effects it looks like a really powerful technique. user added imageKeep it up

# 34 18-06-2013 , 08:22 PM
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Thanks Juanpax
If you need any help with paintfx post it and I will help if I can there is not a lot about it out there, most are about how to adjust brush stroke and scaling. Gone full circle with this one I tried caustics (need render farm), parti_volume shader (not getting the results I wanted)now back to the volume shader will do some more coral, waves to look better and sea weed. As some one request bubble need some thing to be thrown into the water?..................dave

Edit: I think the waves look a bit better now

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Last edited by daverave; 18-06-2013 at 09:32 PM.
# 35 19-06-2013 , 01:35 AM
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Wow dave that is starting to come together nicely. The ONLY thing I will say that loks out of kilt is the wave reflections.....I did a lot of spearfishing and freediving in my youth and I remember that it was actually very clear/transparent? unless my memory has gone overboard. Judgng by scale that only looks 3m deep if that...I used to dive in 5-7m water and even when on the bottom etc you could 'see through' the waves.

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# 36 19-06-2013 , 02:20 PM
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LOVE IT!!!

AMAZING!!!!user added image

# 37 19-06-2013 , 03:38 PM
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Turtle looks a bit bright/vibrant considering the colour of the water shader, along with what Anthony said about the wave transparency. Coral/fogging looks damn good though

# 38 20-06-2013 , 05:08 PM
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I like the last image more. Just not sure if the turtle shadow is too edgy, perhaps soften a little bit the shadow? Thanks for sharing your technics dave. Always learning here.

# 39 21-06-2013 , 01:59 PM
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Thanks guys
I have changed the wave shader to one that should show transparency (dielectric_m) but I think the angle is wrong to see through it any suggestions would be welcome, with changing the shader had to adjust the fog settings..............dave

Edit: second pic is with a mia_m_x water preset with glossiness and reflection turned down a little

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Last edited by daverave; 21-06-2013 at 09:21 PM.
# 40 21-06-2013 , 02:27 PM
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I think looking up from below water has a great deal to do with angle. There was a physics problem from my undergrad about the maximum angle you could see through the surface of water from below. Don't really remember anything about it, but if you use the fresnel curve in your material, that should take care of it? I think it's looking better at any rate.

# 41 24-06-2013 , 10:31 AM
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this is looking amazing. i think the last couple of images look the best, but to me the water looks to grey/silver. i dont know if that is more accurate, but considering the tropical feel, i think you should be able to see a bit of sky/sun, and more blueish tinge to the waves ( i know you had the blue waves, but with the shader you have now, and a more blueish tinge i think it would look awesome). user added image . just personal thoughts user added image


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# 42 24-06-2013 , 04:26 PM
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This is starting to look great, though I cant help get the feeling that the water is polluted.
I agree with the comment above, it does needs a more bluish tinge to to the water surface and environment fog. I think if you add an environment map it would help.....

# 43 25-06-2013 , 04:46 PM
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Thanks Guys, sorry for not updating any thing as I am having internet problems at the moment hope to update soon................dave




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# 44 26-06-2013 , 09:54 AM
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I think looking up from below water has a great deal to do with angle. There was a physics problem from my undergrad about the maximum angle you could see through the surface of water from below. Don't really remember anything about it, but if you use the fresnel curve in your material, that should take care of it? I think it's looking better at any rate.

Yes, its "Snell's Window". The mia_mat can do that easily. I'll see if I can dig up some tests I did. The blinn and other standard Maya materials would take quite a bit more work since they are not physically based. Falling asleep at my keyboard right now, laters.


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# 45 04-07-2013 , 04:51 PM
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A little update..............dave

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