Tuesday, March 2, 2021

Texturing Lesson Pt 5 - Learning Substance Painter

 Moving into substance painter, the goal is to learn to do some basic texturing straight onto a the maps of our model and then replug them back into Maya.

  Firstly in Maya, we smoothed the geometry of book (Catwall-Clark and subdivisions of 2) and placed new Blinn's on both the book and the wood. Both of these was combined together to be one model and then exported out as a .obj file. 

  Moving into Substance Painter, a new file was created with PBR Metallic Roughness (Algorithmic) as a base, the exported obj file selected and the document size set to 2048. 

  Once imported, multiple maps where baked for both objects and these was used to help create new textures. Once happy, they was then exported and plugged into Maya (via Standard Surface.) The "Height" was utilized via the Displacement node, whilst others where placed into the Base Colour channel, Metalness, and Roughness. 

  The Colour channel could be kept to RGB but the others needed the following settings:

- Colour space = Raw

- Ignore Colour space rules = On

- Alpha is luminance = On


  In the Geo nodes, the following settings was required to make sure the maps worked correctly:

Arnold - Subdivision = Catwall-Clarke

Height = 0.2

Scaler Zero = 0.5

Bounds Padding = 1

Maya Node Texturing

Working in Substance Painter
Substance Painter Finished Outcome 

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