Week 5: From substance painter to 3D Coat

Hi, this week I’ve worked with the texturing of the Orc patient.

Earlier on tries have been made to make simple placeholder textures in substance painter, these attempts brought forth a problem that had to be solved. In substance painter there is no possibility to draw across different meshes without swapping between them in the hierarchy. This made it near impossible to draw a shaded and well defined texture and matching it up between meshes


Making a seem well textured could be done with allot of time but as the Orc contained 15 different parts there was no time to correct all these.

To see if there were better painting software available to solve this i asked my fellow substance skeptic Lukas Graff. He had tried out 3D-Coat which is a sculpting and painting program and it appeared that you in this software could paint between meshes. It was not perfect as the spread of the paint only effected one mesh at a time. But to be able to paint without swapping in hierarchy was a time saver.


When making the texture in 3d-coat I got a better result much faster, yet some seems were visible. However, as the game perspective in unity was from far above the seem was not visible and there was no need to make it perfect.

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I got the advice from my mentors Camilla and Simon to make more color variations throughout the orcs skin to make it feel more alive. To show more red where the blood was pumping (Ears, armpits etc.) and to paint the sun tanning.

As i applied as mush color as i dared and even more the character became more alive and pretty okey to look at at least in 3D coat with shading turned off.

But then, in unity there is shading. As our game used allot of lighting and cast shadows, self shadowing had to be used on the orc as well. This is where i think allot of the color and details of the texture gets smudged out and flat. coadasdasdheadshade

To solve this and make the character less flat i made a normal map and an ambient occlusion map but they did not so much appreciate the 15 part mesh and made it look terrible.

Next week there will be: UI creation in Unity and some trailer rendering with Mental ray in 3ds Max

bye

About Nils Folker

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