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[Substance Painter] Fire Extinguisher

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IranaEster polycounter lvl 3
Hello Polycount,  

I'm a beginner 3D artist focusing on game art. I'd like to show you my first complete model - a powder fire extinguisher. My goal in this project was to learn the process of PBR texturing in Substance Painter and  how to render completed models.

Some tech info: the model and UV's were done in Maya, texturing in SP 2, and the pics below were rendered with Iray. At some point I thought that I'll be needed a real fire extinguisher for my PC =D But, it's okay and here are some renders   =) 



I await your opinion and your critique. Thanks! 

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  • musashidan
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    musashidan high dynamic range


    At some point I thought that I'll be needed a real fire extinguisher for my PC =D =) 

    Haha! That got me. I know the feeling all too well. :)
    Great job as a beginner. This is not a normal mapped model I take it? Could probably do with some colour variation. A few scratches. Some dust. Nothing too crazy, but even new items hanging in a corridor somewhere will have picked up a few scratches and aquired some dust. Try and find some high res close up refs and push the detail a bit. You'd be amazed at the microsurface detail on things. ;)

  • allengingrich
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    allengingrich polycounter lvl 2
    How new are you? It took me months just to get to this level. Congrats!
  • Tzur_H
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    Tzur_H polycounter lvl 9
    looking good.  only critique I got is that you have a lot of unnecessary edge loops that don't contribute whatsoever. try to optimize your meshes as much as possible.
  • IranaEster
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    IranaEster polycounter lvl 3


    At some point I thought that I'll be needed a real fire extinguisher for my PC =D =) 

    Haha! That got me. I know the feeling all too well. :)
    Great job as a beginner. This is not a normal mapped model I take it? Could probably do with some colour variation. A few scratches. Some dust. Nothing too crazy, but even new items hanging in a corridor somewhere will have picked up a few scratches and aquired some dust. Try and find some high res close up refs and push the detail a bit. You'd be amazed at the microsurface detail on things. ;)

    Thank you very much!

    There is no baked normal map indeed, as I created this model mainly for texturing practice, so there is no hipoly. 

    While working on the extinguisher I learned that weathering effects are pretty hard to control. I thought that small but controlled amount of dust, scratches and effects now is better than excess. But of course with more practice I'll do my best to get to balanced weathering.
  • IranaEster
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    IranaEster polycounter lvl 3
    How new are you? It took me months just to get to this level. Congrats!
    Thx a lot!))

    Actually, I have had a bit of advantage: there is a person who supervises my studying. I've done some basic models and watched a few cherry-picked tutorials on modelling. After I felt quite comfortable with modelling and UV unwrapping in Maya I move forward to studying PBR texturing. My first texturing experience was in Photoshop couple of months ago and it was really a mess =D BTW, after PS Substance Painter feels like Heaven for me =D In general this is my 7th model and second texturing done. 
  • IranaEster
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    IranaEster polycounter lvl 3
    Tzur_H said:
    looking good.  only critique I got is that you have a lot of unnecessary edge loops that don't contribute whatsoever. try to optimize your meshes as much as possible.
    Yeah, I thought about it, but it was too late. =D  From the start of modelling this object I didn't planned the amount of geometry, my mistake. Before extinguisher I worked on hipoly tutorials, so my non-optimized meshes are some kind of echoes. Next models should be far more optimized. Thank you)                       
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