Hey, Thanks for the reply. Alot of the Material work was done by Andy Kreutzer and Jeff Horal, My leads. Our goal with the Materials were to get it to look like an anime background. We made use of vertex painting for rust, wash color and paint stripping. The main look of the materials were driven by lerping basic color…
General update. [ame="https://www.youtube.com/watch?v=U1Qwrqbr_Q0"]Turntable video of the limbs posed against each other.[/ame] I finished the hands and arm - (I could work on them for twice as long but need to move on) and finished most of the leg. I've got the entire foot and ankle assembled and ready for rigging and the…
@Tzur_H : Thanks!! Yes, I will definitely use vertex painting on my meshes, as I am already doing on the road. What I will probably do is to make decals of grunges, newspapers, etc and then vertex paint of dust and "wet surface" (kind of what the buildings look like in a sunny day after some raining). @Micaky : Thanks!!,…
Restructuring this post a bit: all the scripts and templates are attached as a ZIP to this post. General instructions for all scripts: Requirements: * Photoshop * Quixel Suite * Substance Automation Toolkit * Substance Designer Instructions: 1. Create a folder where you want these files output. Im using…
I accidentally pushed F1 All the help i needed was there Until the complex crap like Uving started to come into play No one ever wants to use the documentation these days Now i just find mix and mash other's techniques I like when people ask for help and want to enjoy the learning process but not when someone asks for a…
shokhan: I think having my questions on a second monitor would help. I still think the problem is more in the amount of ground covered and less in the way it was covered. You folks asked some really off the wall questions which is fine, but in my classroom setting instead of humoring the homies who ask those questions, i…
The ship is a really nice model, but it also shows the main problem with all your assets: texturing. Your textures really scream "one material + substance Painter smart masks and done". Try to Texture different parts of the ship with different materials, think of where dos dirt gather, which parts are bleached by the sun…
Can anyone share a rough workflow for how you would approach a single mesh humanoid? It seems like in his example video with just the shirt, he would put every joint encompassing the mesh on the base layer, flood the whole thing to 1, and then mirrors it. In a full humanoid, single mesh would you add every single joint to…
The painting process in Substance Painter is very easy. You can paint in however many maps you want with each brush stroke and there's a layer/masking system similar to Photoshop. You can move up and down freely in texture resolution too without it messing up the maps. Here I used my AO to mask out dust, then toned it down…
The 3D total tutorial was confusing as hell the first time I read it. Mostly because it was blending a bunch of textures and using some crazy masking techniques. I think it tries to teach too much at the same time? If you're looking to play around with it in Max, create a blend texture, put one tile material in each slot…