I first Uvd and painted something simple so that I could test exporting the maps for Vray to see how they would turn out. I tried the wall that is behind the entrance door for this and got the following result in the first try:

Above is shown a rendered frame in Vray. I found that the maps came out more prominent in Vray and even though there are sliders to alter different setting in the attribute editor, it did not affect how the textures looked in Vray at all. I had to alter the map settings in substance painter to get the desired look in Vray.
I also Uvd and painted the wall for the hallway.

I began UVing my entrance doors which will be seen in the first scene of the film. I had laid out the UVs and exported the assset as an OBJ (as that is the only file type and FBX, that Substance will recognise when creating a new project) but I found that the UVs overlapped when I imported the file. I later realised after a continuing attempt to solve the problem, that I had to set the asset up correctly in my used 3d programme before exporting the file. I had to create UV sets in Maya before exporting the file. For my entrance doors, I had made 7 Texture sets and applied a different material to each set and then exported the file as an OBJ.
I textured the generators using 5 maps. Roughness, height, normal, metallic and colour. All together combined, they created this look. After I had textured the pillar, pipes and fuse boxes on the arch, I realised that other texture sets had not been set up properly and I had to therefore create seperate files in substance and bring the texture sets of the two files back together in Maya.
On the right of the screen displayed the UV layout of the texture set and on the left, the 3d model that you were painting.
I had used the technique of using preset smart materials and altering their properties and adding layers along with black/white masks to create my desired looks. For example, for the pillars I had used a preset gold material and added a metallic layer to it to make the gold a little more shiny. I altered the dirt properties of the layer within the material so the material wouldn't seem as distorted and gave a more clean outlook. I also added a black mask and painted where I wanted the gold to show exactly, which meant the altered copper material underneath would show on the rest of the generator.
Below are images from my progression:
Above, I was trying to alter the Vray material settings in the places I plugged in the maps. No matter where the slider went, the outcome of the render would be the same. Due to this, as explained earlier I had to work around this and set up the materials appropriately in substance painter. It meant I had to do many tests before I was absolutely happy with the outcome in Vray.
Above is shown a rendered frame in Vray of the doors. I chose rocky marble for the walls as earlier on in the project, when I created the mood boards, I envisioned the chamber to be in a cave type layer. I also feel the rocky marble works well with the materials on the entrance door.
After having textured the entrance doors, I moved onto the chamber door extensions. I thought that the chamber doors needed to resemble something heavy. I textured parts of the extension with an altered glass visor material. I used an altered steel material for the rest and painted the edges with gold to compliment the theme. I used this technique for all the accessory assets on the chamber extension.
The floor was textured well by my year 2 partner and so I went onto texture that too. I applied an aluminium material to it, which I then altered to make a dark grey/blue. I made my own Vray material for the glass sheets which cover the pipes running through the floor. I altered the reflection and refraction in order to get the opacity and reflectivity correct. I had to do a few render tests before I was completely happy with the outcome. When altering the aluminium material, I also had to add a roughness layer and painted in parts of the floor. This was so the floor wasn't too reflective everywhere, as everything else in the scene was going to be reflective besides the wall. My results are shown below:



The main chamber where the plaques are placed and the door after were Uvd well by my year 2 partner so I did not need to redo any of those. The spinning vault, the hinge and the pipes I had to redo to get the checkered pattern material lay appropriately on the asset. After this, I went onto texturing the chamber pod.
Above, I was trying to alter the Vray material settings in the places I plugged in the maps. No matter where the slider went, the outcome of the render would be the same. Due to this, as explained earlier I had to work around this and set up the materials appropriately in substance painter. It meant I had to do many tests before I was absolutely happy with the outcome in Vray.
These are the completed doors in substance painter. I had to use a separate file as explained earlier as some texture sets weren't set up correctly.
Above is shown a rendered frame in Vray of the doors. I chose rocky marble for the walls as earlier on in the project, when I created the mood boards, I envisioned the chamber to be in a cave type layer. I also feel the rocky marble works well with the materials on the entrance door.
After having textured the entrance doors, I moved onto the chamber door extensions. I thought that the chamber doors needed to resemble something heavy. I textured parts of the extension with an altered glass visor material. I used an altered steel material for the rest and painted the edges with gold to compliment the theme. I used this technique for all the accessory assets on the chamber extension.
The floor was textured well by my year 2 partner and so I went onto texture that too. I applied an aluminium material to it, which I then altered to make a dark grey/blue. I made my own Vray material for the glass sheets which cover the pipes running through the floor. I altered the reflection and refraction in order to get the opacity and reflectivity correct. I had to do a few render tests before I was completely happy with the outcome. When altering the aluminium material, I also had to add a roughness layer and painted in parts of the floor. This was so the floor wasn't too reflective everywhere, as everything else in the scene was going to be reflective besides the wall. My results are shown below:



The main chamber where the plaques are placed and the door after were Uvd well by my year 2 partner so I did not need to redo any of those. The spinning vault, the hinge and the pipes I had to redo to get the checkered pattern material lay appropriately on the asset. After this, I went onto texturing the chamber pod.









No comments:
Post a Comment