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 16-11-2003 , 02:13 PM
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My house...not...anyway: a house

Hi all!


I set out for the first time to actually build a house.

Went for a medium sized thingy, as the involved administration and maintanance work is not too ovwerwhelming and still enough rent comes in (ah, btw - there are still two flats to let - anyone?)... user added image

Anyway. It obviously comes with instanced (mirrored) geometry - I'll deceide later if I'll really go in and make it discrete with individual texture maps and details.

The main texture took off from the photo of a single window. I painted/cloned in the rest - the whole thing actually started as an exercise in texture making and then took on a life of his own (as it goes sometimes).

The remaining textures were taken from my collection and modified to meet my needs.

Some time was spent on the stain maps. At first it looked way too clean. Now I have to rethink if I should put in some more maintanance work, to keep the tenants from leaving... user added image

Geometry is really pretty simple, I only extruded the windows and the door from the main walls.

Ok. Comments, anyone? user added image

Renderizer

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Last edited by Renderizer; 16-11-2003 at 02:26 PM.
# 2 16-11-2003 , 02:15 PM
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The roof...

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# 3 16-11-2003 , 02:17 PM
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Another view

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# 4 16-11-2003 , 02:18 PM
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And last not least, brought to you by my local viewport: shaded wireframe...


Subdivide and conquer!

Free your mind, and your ass will follow!

Last edited by Renderizer; 16-11-2003 at 05:05 PM.
# 5 16-11-2003 , 02:21 PM
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Ahem... user added image

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Subdivide and conquer!

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# 6 16-11-2003 , 06:45 PM
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noice... the only comment I would make is that it seems a little "flat"... you seem to be going for more of an image based approach, so if the lighting direction in your scene doesn't change over time it wouldn't hurt to just paint in shadows on the texture to give it a little more depth. Also, the wear pattern is too evenly distributed- try adding rain streaks, etc, maybe a few areas where the siding is crumbling just a little...

happy modelling user added image

# 7 16-11-2003 , 07:16 PM
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Yep, you're right, but for the moment I'll try to avoid any texture details that are too distinct, as the whole stuff is still mirrored.

Lighting is going to change later, too.


Subdivide and conquer!

Free your mind, and your ass will follow!
# 8 17-11-2003 , 01:01 AM
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Some update.

Didn't do anything about the lighting or the textures, but put on some real geometry for the windows.

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Subdivide and conquer!

Free your mind, and your ass will follow!
# 9 17-11-2003 , 01:04 AM
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Another shaded wireframe image.

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Free your mind, and your ass will follow!
# 10 17-11-2003 , 05:46 AM
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yep. this could be really good. Its looking nice.

# 11 17-11-2003 , 07:41 PM
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looking good - any tips on mapping the roof? I am working on some buildings for an out door scene for my animation


Solomon
Soreel GraFX
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