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Space Ship in Substance Painter, my first hand painted textures

This is my first attempt at working with Allegorithmic's Substance Designer and Substance Painter.

The model was supplied to me by someone else, I only needed to do a couple of mesh clean ups and mesh replacements to get cleaner UV layouts.

I have never before done anything in any of Allegorthmic's applications, other than watch and follow a couple of tutorials, so this was an extremely steep learning curve but I soon got used to the workflow and UI's, and I'm fairly satisfied with my results. My end goal was not actually meant for a game engine, but rather a vray animation/rendering test for the same person who supplied the model. Therefore I separated the space ship into 12 parts each with its own 2K map. I wasn't able to create a transparent material in the software, so I resorted to using a reflective surface on te cockpit for previewing purposes with a generated dirt map, to be applied to the vray material.

The textures were done almost exclusively in these apps, I only used Photoshop to process some images which would me used as masks for details. And Allegorthmic's Bitmap2Material was also used to generate some of the detail normal maps from photos.

While I've been involved in 3D for more than 10 years now (mostly vray renderings and Architectural design/modelling), I've been burning to get into games, this could be seen as my first attempt at a fully hand painted asset. My workflow used to be entirely 3ds Max and photshop based with very little hand painting involved.

So what do you think?

Replies

  • IngBü
    :poly122: Some feedback, tips, advice would be awesome!
  • Burpee
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    Burpee polycounter lvl 9
    I like it, i whould like myself to try substance painter, seems to work fine.
    Maybe some area seemns a bit noisy
  • IngBü
    @Burpee
    Cool thanks. The noisy parts are as a result from the Viewport resolution, I wasn't able to do a higher resolution export of the viewport, I just made a screenshot, i would love for substance painter to have a type of 'render' setti g to output a higher resolution image with less noise in the details, the other alternative would of course be to export it to marmoset toolbag and do a high quality image render in there, but that software is a bit too costly for me now.

    I can share additional images, more close up, to show the resolution and quality of the images up close, if anyone would be interested?
  • RobH2
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    RobH2 polycounter lvl 4
    Really nice looking. I've been searching for weeks to find a workflow for getting Substances I create in SD into Vray in Max. I can't get the same look that I have in SD using the PBR 'metallic/roughness' workflow. If you do a standard workflow with 'diffuse/specular/glossiness' in SD I can get nice looking materials but I can do that in Max very easily without SD.

    Can you share your specific connections for the nodes from SD to Vraymtl? I'd really like to see how you connect things.
  • Acgameart
    im also texturing space ships using substance designer and painter, just wondering how did you get the cockpit glass like that? and was it in painter or designer? and was it multi ID ?

    Thanks in advance
    Alex
  • IngBü
    @RobH2

    Firstly my apologies for missing your post, my attention has been on and off of digital art these last couple of months. I am back now and I would still like to reply for what its worth. The good news, if you have not heard yet, is that allegorithmic have included export presets for your substances to offline renderers (including vray) as of version 1.5 of substance painter.  Therefore no more need to try matching your vray maps and shaders to substance's, its as easy as that, yay :)



    The workflow is explained within this video: http://lesterbanks.com/2015/08/substance-painter-1-5-adds-export-presets-for-v-ray/
    This software is turning into a powerful beast.
  • IngBü
    @ Acgameart

    Hi there, please excuse the late reply. You've probably gotten to a similar result by now, if not better. The glass was done completely in Painter. And its a very simple layering of two different substances, the dirt/grimy layer painted onto a more reflective/glossy layer.

    I must say that my approach to the glass would be quite different now. I would prefer to have some transparency, something which I was unable to achieve at the time. Apparently it is possible to work with transparency in the viewport now, but I am yet to try and achieve it.
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