So I've been working on this for the past few days for a future Substance tutorial.
It's a less stylized version of this amazing original asset by friend and polycounter Jarred Everson:
The goal here was to automate as much as possible and build a library of specific wear and tear generator for different kind of materials (metal, paint, rubber, cloth, etc.) and the PBR materials that would go with it as I was creating the asset.
All shots are rendered in Toolbag2.
Bakes were done in Substance Designer, the body was done in SD with minor Photoshop touch-ups on the AO bakes, emissive maps and small sticker details.
The face, hair and eyes were hand-painted in Substance Painter.
There are 4 texture sheets total, this is the Robot part of the main body.
And the graph that goes with it.
I later on built a node out of the part labeled "Painted Metal" that creates, well, painted metal with lots of tweaks for tear and wear and used it on the Arms of the robot. Those filters should be shipped with the next update of SD actually.
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Yes, I just realized that, they are slightly too low. I'll probably make them a little bit bigger too.
The neck thing wasn't noticeable on the original and I didn't modify the geometry, but you're right, it looks too long on my version.
Also, having the body part be very different color tones from the mechanical part separates her even more. i'd bring some color from the mechanical parts back into the cloth outfit.
And indeed I changed the colors of the robots at the last minutes and reflecting these changes on the human part would work better.
The drawing is great ?