When I open up substance painter, I get all my default assets such as: Brushes, Alphas, grunge, procedurals etc..
But what if I want something more, something accustomed towards that object?
Take the grandfather clock for example…
Not much of a clock without the layout of a clock on the front, right?
Well it was possible thanks to the power of Photoshop. Now when I consider the advantages of Substance painter, it takes out the tedious task of having to re-update texture maps and then re importing them over and over again. I can now make brushes with Photoshop that I can import into Substance Painter making the whole process so much easier.
How to import textures into substance painter:
‘Open Substance Painter’
Select the Import resources button in your shelf.
In the pop up box, click ‘Add resources’ .
Select you files which you want to import.
Apply your textures to a specific category
and finally import.
The textures you have imported should then be in your shelf under project.
The baking feature on most modelling software’s work in a different way, take maya for example…
In Maya, the baking process requires you to move all of the separate objects away from each other in 3D space to prevent overlapping AO maps (Ambient occlusion maps), the question you may ask if you are new to this is.
‘What is ambient occlusion?’
Ambient occlusion is where shadows are usually shown, for example
As you can see, the crevasses between the tiles on the ceiling have shadows alongside the panel above the light. This is a visual representation of how shadows are shown naturally.
In substance painter, the same principle is applied to the models that are exported. This photo of a Turtle model below shows the model without ambient occlusion added to it, looking at the model closely you can see where shadows should naturally be…
Within the shell, under the arms, corners of the eyes and the crevasses between its toes.
Today’s blog is introducing us into the world of both art & 3D modeling/design…
Google sketch up is a 3D modeling software that can be used like any other similar acting software yet is holds specific characteristics which make it more artistically related. Firstly, I imported a Mansion model of which I could place into a 3D environment and render out different angles with real-time views.
After placing my camera where I wanted it to be, I then changed the style (Filter) of my camera from a simple mesh like look to maybe a pencil sketch filter, shadow added filter
… let me show you.
Besides the pretty filters, Google Sketch-up can be a very important tool for digital concepts. If I was to export this and move it over to Photoshop, I would then apply another layer and draw over the image making it easier to create scenes in addition to this there would be no need to re-create an entirely new scene as I can render a new perspective from within Google Sketch-up.
I have placed some current sketches below to show how easy it can be to sketch up an entire scene…
Rule of thirds
Now the reason I have placed a rule of three in the composition is because I am currently learning about how to create the way a story is told from within an image. How to make the audiences eyes move to where you want them to move, for example…
In this example, I’m trying to show how the photos composition in the rule of thirds view explains how the eye can be lead from one point of interest to the other. The helicopter on the left is swooping throughout the image with vibrant colours the eyes should follow the direction towards the next point of interest which would obviously be the ship.
The first week is coming to an end and we are being told about the entirety of the course and that includes the practice and real synoptic projects where we are all in groups to develop either a game, VFX piece or an interactive environment.
We have chosen the ‘world of Vert’s’ challenge where we make an entire environment alongside a playable character, we now have a solid Idea alongside a 5-team and boy its turning out to be better than expected.
After previous tries on substance painter at home, I finally got a proper intro for hoqw to find my way through the app…
Starting with the default character that Substance painter has placed in I got to grips with assets such as masks, brushes & rendering in PBR ‘Physically based rendering’. As the class were going through the steps, I thought I would Launch a model of my own and see what it would look like in the rendering mode
s you can see, the PBR takes into account the different maps that has been applied as shown below…
Substance painter is a great way of easing the texturing section of the modelling pipeline, and by substance keeping all technical peripherals such as ‘Roughness, specular, metal, normal & height’ there is no need to rely on external applications such as Photoshop unless its to alter a brush and make it a .png file format, this is something I had done on the same day with a clock face texture which I am thinking about applying to this model.
Establishing a shot such as this landscape concept drawing of the wild western landscape where a horse drawn carriage is moving towards a mysterious building…
This drawing is fully representational of the western landscape, and is a simple introduction into where the story is and what time this story is taking place.
This image of the first season of the HBO series ‘West world’ is introduced with the old western town that strongly influences the viewer to know where the story is at what time. Atmospherics and capacity of the scene is ballaced but also a force on the viewers eyes.
The bottom of the shot shows two characters on the bottom right corner, but the camera slightly pans upwards towards the background being the establishing shot.
Ahh the good old days of our favourite Bandicoot whom goes by the name of Crash and the evil nemisis, Cortex.
Crash Bandicoot, released in 2004 by Activision and carried on by many developers over the years such as Travelers Tales who were founded in 24 Jan 2005 · Knutsford, England & Naughty Dog. The development is quite simplistic, but the overall art style overcoats the simplistic mechanics` to make everything look amazing. On a lighter note, the game was designed with the PlayStations dual stick functions. this made the games movement a lot controls easier and add an additional movement to the camera giving the player the best perspective and a way to control what they see.
Twinsanity introduced to the players to what it was like to roam around an environment alongside interacting with external assets, platform puzzles and gather hidden collectables.
I will agree that in comparison to games nowadays, the graphic capability was pretty mediocre but still aesthetically pleasing. overall, crash bandicoot still makes its way through the years adding ever so slightly to the franchise with amazing games alongside the re-master which is set to release later in 2017.