Hello,
I got some more time to practice Substance Painter, and I could really, really use your feedback.
It's a character done by Mike Pavlovich and I'm just texturing it piece by piece.
I want to start with the ForeArm piece and when you guys approve it I'll move to the next piece.
All screens I post are print screen from Substance Painter.
Thanks for the feedback you leave.
Alireza
Replies
Something isn't right. Surfaces doesn't look interesting enough. :poly141:
Otherwise unless this is going to be cinematic in nature the super quality small details are just going to consume your time and possibly burn you out. Though the leather does look nice the details are just so small as Pyr already stated creating noise.
Just noticed those line patterns under the guards no one can see that, but i am guessing this might be a cinematic design if your textures can support that level of quality the maps must be huge around 4k, 8k?
If the design is an all black one (have to guess what the concept looks like) then i'd say your good to go onto the next piece, might want to play with some specular/metalness and or micro.
Edit getting a huge paint ball type design vibe from this.
This isn't a game asset. I want to only practice/discover stuff. Thus, high res textures and fine details. I gotta find some interesting color scheme as you mentioned though.
But here's the head for now, let me know how I can improve the texturing.
Danke.
Thanks for more info, this is looking good then, carry on.
The difficult part of texturing is wear and tear. Edge definition, grime, discoloration, bleaching, acummulation of dust and dirt, scratches, fat from touching, spots of high pressure, different materials shining through layers of other materials and rougness changes, small scale and large scale wear and their balance, material deformation, detail normals / bump, humanization and patchwork, those are the things that show that you know how to texture, at the moment I can not judge from the model if you can texture or not, the visuals are getting carried by the 3D model and its definition, I can not see anything that I would define as texture work above the first step of applying correct materials with micro scale noise. Good edge definition is the most important aspect imo and it makes a difference like night and day.
Try using a convexity mask, apply wear and then erase 75% of it for a good starting point per example. Hope that helps.
@DavidCruz, ^
@Dan Powell, ^^
@Shrike, Fantastic feedback. Thanks a lot.
Now what I'm going for is an ultra new or clean look what I'm trying to keep onto is the PBR accuracy. Still I don't like how it looks I'm after a total realistic look but yet it don't feel that way not sure why. Maybe because I have never seen a clean suite like that in reality I can't judge. But when I add some dust and wear and things like you mentioned it starts to look more believable.
I'll drop the clean cinematic look and post some updates when ready.
Gracias.
I think it would be beneficial to change the leather straps to a more nylon or hex type material.
Other than that it's coming along quite nicely.
As we are going to work on the same assets i would like to talk to you about this,also i have some great resources to show you, if you have free hour or two this weekend, poke me on skype
Ps: that leather belt is not really looking great on a sci fi armor :P