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Writer's pictureAnkitha Rao

Substance Painter!!!:

16/12/2022


3D Creation Pipeline for Film & Games


Week 08 and 09:


Hello, I am back with a new entry this week. Now let's discuss the things we did this week in class and my independent study over the week. We started this week with learning about baking, naming conventions for the objects and taking them to substance painter and texturing.


We started with how to clean up the mesh of the object using cleanup mesh option in edit mesh, then we delete the history for the mesh and freeze transform the mesh to have it in the center of the grid, if the object is mot place in the center of the scene or the grid we can use the match transformation tool to get it in the center with the help of an object or a locator in the center of the grid.













It is important to have the naming conventions if we have more than one object in the scene with more than one mesh, so it can be easily intensified and help when we are importing it into any of the texturing software like substance painter.


We used a meat mat character to make a low Poly and a high Poly asst which we exported as a Fbx file from maya and imported it to substance painter.


Then we imported the low poly asset 1st in substance painter and after that we imported the high poly asset into it and then baked the asset so we can get the desired results.


2 images




After baking the high Poly asset, we can add any material to any part of the asset. It also helps us to see if the material which is on the asset is placed properly or not or if there are any aeras where it has spilled over or cut out any parts or not painted them.


Then we did an independent study based on different layers, masks, brushes and other attributes of brushes and the layers.


Week 09:


We continued with learning about texturing in substance painter and different ways to use to.

Paint layer


1st we started to investigate the paint layer, in this layer if we paint some that can be modified as it only Showes the main ones.


Below is the image for the paint layer



Fill layer


In this layer we can modify the layer as we like, if we use a mask for the layer, we can add different attributes to it as a sublayer like paint, generator or another fill.


Below is the image of the fill layer.



Emissive layer

This is the layer is used to produce an emissive glow using the enable emissive output and it will set the luminance amount.


Below is the image for the emissive layer.


Udims fill layer


This layer helps us to paint on the uv tiles for the selected portion of the model which helps us to paint different things like logos easily without using any other mask or another layer


Below is the image for the Udims layer.



Below are a few of the images for different components and layers in substance painter.

Mesh maps layer


Grunge maps layer


Generator layer



Map Layers from Color layer to ambient occlusion layer



Independent practice:


In this week I experimented with different substance painter layers and generators, brushes and the alphas as you can see in the above images





As we have our DSP project deadline coming up, I have been more focused on making assets for it.


I have also been working on my assets for the finial project submission, I have done the blocking shoulder and the plates for it, and I have also made the plates for the elbow, and I have cleaned the mesh.

Thank you, I will be back in a few days!

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