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 17-07-2013 , 05:54 PM
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A rose.

Evolution of it so far:
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Last edited by SilverFeather; 19-07-2013 at 02:26 PM.
# 2 18-07-2013 , 05:15 AM
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nice so far mate user added image


bullet1968

"A Darkness at Sethanon", a book I aspire to model some of the charcters and scenes
# 3 18-07-2013 , 08:56 AM
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nice so far mate user added image

Thanks, not sure if I should add one last petal on the left or not, it's already too loaded, and the back side of it I'll have to wrap up as it's a mess of petal ends. I'll have to shove its back side into the sepals.

Should I make the ramp shader show a darker red color on the edges of the petals?

# 4 18-07-2013 , 09:57 AM
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How should I create this part? Should I start with a plane, model it in that shape, and then extrude it to give it some depth? Create the sepals individually and unite them around a tube object?
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(googled pics)

I think I'll just go with the last plan and create a tube shaped like a pentagon, with its facets split in half, and the sepals will have the wireframe as shown next to the pentagon:
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Last edited by SilverFeather; 18-07-2013 at 07:35 PM.
# 5 19-07-2013 , 12:24 AM
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I would do the pentagon shape then extrude one out and shape it, then duplicate faces and rotate then re attach user added image

cheers bullet


bullet1968

"A Darkness at Sethanon", a book I aspire to model some of the charcters and scenes
# 6 19-07-2013 , 09:34 AM
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Yeah but that would require 1 extra action (separating the sepal in order to copy it).
If the sepal is created already separate, I just have to add the divisions, shape it, and then copy and attach 4, then attach the 5th and they're all done.
The shape's adjustment will not be the same for all anyway so either way I'd have to adapt their shape to follow the petals.

# 7 21-07-2013 , 08:08 PM
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For some reason, any attached sepals will just form this ugly line here, whereas extruded ones look smooth. Should I just go with extruding them, or is there something I'm missing here?
Is there an "Attach" command or something? I only used Mesh> Combine, and then merged vertices.
Also, I think I should have left some space between the sepals or something... (see wires)

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# 8 24-07-2013 , 12:45 AM
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The stem, still under construction.

# 9 24-07-2013 , 11:59 PM
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Added 3 lights, stem still under construction.
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Last edited by SilverFeather; 25-07-2013 at 12:07 AM.
# 10 25-07-2013 , 09:35 AM
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Why not try sss on the flower petal seams like flowers behave like the way skin is affected by light

# 11 25-07-2013 , 01:50 PM
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Why not try sss on the flower petal seams like flowers behave like the way skin is affected by light

What does sss mean?
Do you mean make it transparent so that light can go through it? Or what?


Last edited by SilverFeather; 25-07-2013 at 02:22 PM.
# 12 25-07-2013 , 01:59 PM
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The color's too dark.

# 13 25-07-2013 , 02:45 PM
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The color's too dark.

On the petals or the stem or both?
Should I make the lights brighter or the colors brighter?

# 14 25-07-2013 , 02:57 PM
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https://simplymaya.com/forum/showthread.php?t=38273
SSS is subsurface scattering. I don't know if it's totally necessary, you could maybe get away with slight transparency. The lighting should be brighter. Give it a ground plane and add either fake indirect lighting with a few more lights in different directions, or look into (still fake) final gather.

# 15 25-07-2013 , 03:15 PM
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This rose will be displayed on a black background, so it might not be subjected to transparency since it will be viewed from a certain angle only. But I will look into subsurface scattering to see if I can do it with this rose too.
There already are 3 lights in the scene, I just need to figure out how to position them to show all the details of the rose.

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