Substance Painter
In this start to finish texturing project within Substance Painter we cover all the techniques you need to texture the robot character.
# 46 13-10-2008 , 09:58 AM
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My biggest beef with this right now is that I'm not seeing any shadows, I'm having a hard time telling if the board is touching the marble surface.


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# 47 14-10-2008 , 12:22 AM
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I did some minor changes to the materials, used a sky image for IBL and decreased the margin between the board, the table and the figures.
Render time is now 1h 4m and I was using Photoshop in the same time so it's much better.
user added imageuser added image

the shadows are there. the figures are transparent so they are pretty soft. How can I boost their intensity?

C&C please,
Benny


When in doubt, delete history and freeze transformations.

My latest snake game
(Requires DirectX9 SDK and Framework)
# 48 14-10-2008 , 01:27 AM
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Could you do a render with just lamberts, shadows and lighting, as I'm not too sure whats going on.


"No pressure, no diamonds" Thomas Carlyle
# 49 14-10-2008 , 01:46 AM
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Yeah I second that, 1 hour tests are just crazy.


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# 50 14-10-2008 , 02:12 AM
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Lambert render:
user added imageuser added image

My lighting setup:
Key light - Spotlight 1,1,0.8 RGB, linear decay, 130 intensity,
Raytrace shadows, 0.3 light radius, 5 shadow rays, 3 ray depth limit.

Fill light - Spotlight 0.9,0.967,1 RGB, no decay, 0.35 intensity,
no shadows.

Back light - Spotlight white color, no decay, 0.25 intensity,
no shadows.

I've got another directional light to light the background alone.

@Genny - this wasn't a test render. It was a high quality render and quite an improvement for the 2h 18m...
Benny


When in doubt, delete history and freeze transformations.

My latest snake game
(Requires DirectX9 SDK and Framework)
# 51 14-10-2008 , 02:23 AM
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when I say lambert I mean just add the default lambert1 to everything, then you can evaluate whats going on.

The directional you have for the background, is that for the HDR?


"No pressure, no diamonds" Thomas Carlyle
# 52 14-10-2008 , 03:10 AM
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Oo... Doing another render right now so I'll do that lambert test tomorrow I guess.
The directional is for the bricks in the background. it is linked only to them through the light linker.

Thanks for the support guys (and girls user added image ) :bow:
I guess I'll be moving to another project soon...
Benny


When in doubt, delete history and freeze transformations.

My latest snake game
(Requires DirectX9 SDK and Framework)
# 53 14-10-2008 , 03:33 AM
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Can't really say anything til I see it without textures and what not.


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# 54 14-10-2008 , 02:40 PM
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Here's the render I left overnight - Final I:
user added imageuser added image
9h render - new personal record

Here's the lambert render:
user added image
C&C please
Benny


When in doubt, delete history and freeze transformations.

My latest snake game
(Requires DirectX9 SDK and Framework)

Last edited by BennyK; 14-10-2008 at 09:43 PM.
# 55 14-10-2008 , 08:50 PM
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I don't know if its the HDRI doing it, but something is making it look overexposed, I especially see it on the translucent pieces. Could I see a screen grab of the workspace?


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# 56 14-10-2008 , 09:42 PM
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sure, here it is:
user added image


When in doubt, delete history and freeze transformations.

My latest snake game
(Requires DirectX9 SDK and Framework)
# 57 15-10-2008 , 12:49 AM
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Honestly, I think its happening because you're using an HDRI along with so many lights.


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# 58 15-10-2008 , 01:03 AM
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my guess is alongside with the hdri lighting, then the other lighting. and asuming you have raytracing. Ye that i`ll explain the rendering time.

I would suggest as for any other project your doing, start with one main light, then add more lights. This way you see what happens for every light and also the render time.

Also because your objects are glass, the refractions are also heavy for rendering.

So now in general you gotha start thinking, ok what is my final image going to be, a close up? Just from far in full?

For these objects i think you can get good results without using hdri lighting, you would get a good result using a dome.

So if its far try to reduce the refractions to 1
if its close try starting from 1 then upwards.
Also try to see the difference between shadowmaps and raytracing.

Try to switch off GI and FG

So the important thing of working is knowing what you want in the end. And doing the renders step by step.

Anyways thats what i have learned, and helps me get nice results user added image

# 59 15-10-2008 , 01:36 AM
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Thanks people, I'll try it for the last render...
Benny


When in doubt, delete history and freeze transformations.

My latest snake game
(Requires DirectX9 SDK and Framework)
# 60 16-10-2008 , 03:01 PM
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Another Lambert render:
user added image

Got rid of the IBL and placed a NURBs sky dome instead:
user added image
I'm not sure how I'm supposed to do these things so please tell me if you think there's something wrong with it.

I'll make a test render soon and if I like the result I'll make another 1600X1200 overnight.

Sorry for posting only now... I had a contest all day yesterday.
My prize for it is a stretched(I don't know how to express it in English) ligament in my elbow because some bastard couldn't put his ego aside, and my elbow went past the 180 degrees on a hand bar user added image :angery: :headbang:
Benny


When in doubt, delete history and freeze transformations.

My latest snake game
(Requires DirectX9 SDK and Framework)

Last edited by BennyK; 16-10-2008 at 03:07 PM.
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