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Messages - danko

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Substance PainterSubstance Painter - Showcase - Re: Predator
 on: July 03, 2015, 10:05:13 am 
thanks guys! this model was created with the scope of testing myself in a cinematic workflow, so it was retopologized to be animation ready (actually there is a guy that is trying to rig it :D) and rendered with displacement maps to recreate the sculpted details. i really wanted to test the substance suite in a working environment not strictly related to realtime assets, and try to accomodate it in a pipeline relying on udims and multiuvspaces. it requires some additional steps (creating temporary meshes prepped to have substance painter work properly), but i think it is worth the result, because some of substance features are really unique and make the texturing job really funny :)

Substance PainterSubstance Painter - Showcase - Re: Predator
 on: July 02, 2015, 08:17:33 am 
thanks! yep i used zbrush to model and detail the organic parts, whereas for the armour and non organic stuff i opted to make the detailing all by textures. with the exceptions of small folds on the fabrics, all the leather and pattern fabrics and the metal damages have been added as bump or normal maps and using generators :)

Substance PainterSubstance Painter - Showcase - Predator
 on: July 01, 2015, 03:53:30 pm 
Hi Guys, i d like to share here my latest work, a cinematic model created using various softwares, with substance painter/designer being an important part of the texturing stage. i wanted to test how to use and integrate them in a multiudim workflow, and even though it required some workarounds i found them amazingly useful to texture some of the pieces (in particular i used them to create from scracth all the armor pieces, the metal parts, the weapons and some of the leather clothes).
hope you like it.

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