Robot - Substance Painter and Keyshot

Started by Andrewl, January 23, 2017, 05:42:48 AM

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Andrewl

Based on Zimo Universe - by Fred Lopes

Softwares Used: Maya, Substence Painter and Keyshot

;D

Will Gibbons


Josh3D

More robots!! Haha, good one Andrew. I agree with Will.

NM-92

Looks great ! I want to model one of these robots so haaaard. Just need to find a bit more time and patience to do it. Great job.

Esben Oxholm

Yeah, awesome!
Love the material work! Do you know of any great tutorials explaining the process of taking a model into substance painter to KeyShot?
I really admire your results here.

TpwUK

#5
Quote from: Esben Oxholm on January 25, 2017, 01:29:41 AM
Yeah, awesome!
Love the material work! Do you know of any great tutorials explaining the process of taking a model into substance painter to KeyShot?
I really admire your results here.
Export UV Unwrapped geometry parts as OBJ or other supported Painter mesh from your 3D modelling app.
Import the parts one at a time for editing. As in import part 1 and edit the materials and export them, then import part 2 and repeat until done.
Decide if you need metal library or other when importing the part and if you're going to use DirectX or OpenGL.
Once imported have Painter generate the normals and occlusion maps etc.
Start applying preset materials/textures or create your own - very similar to PS layers/masks etc.
Export textures as KeyShot ready.
Import model parts into KS, apply materials created with Painter in appropriate KeyShot material swatches.

Martin

Magnus Skogsfjord

Ahh, I'd love to be able to use substance painter. I crossed all my fingers and gave it a test, but I have to learn a second CAD-package to generate those UV's. I hope the future brings the ability to paint NURBS.

Oh, and this looks great! Love the eyes and the edge wear and tear.

Esben Oxholm

Thanks for the walk-through, Martin.
YEah, I'm in the same boat as Magnus here. Learning to unwrap is step number 1  ;)

Finema

Quote from: Esben Oxholm on January 26, 2017, 07:47:15 AM
Thanks for the walk-through, Martin.
YEah, I'm in the same boat as Magnus here. Learning to unwrap is step number 1  ;)

We are all in the same boat  ;)
My workflow is :
Model in MoI 3D
Export in .OBJ
Open it in C4D and unwrap it in BP UV edit
Save the file and open it in Substance painter or Keyshot

TpwUK

The simplest way of explaining UV Unwrapping is to say imagine creating your model with paper sheets and place your UV seams as such. So as a really simple example a cylinder would have 3 seams, 1 each for top and bottom edges  and one more that runs from top edge to bottom edge effectively producing a cut without actually damaging the mesh in anyway at all.

Image 1 = Cylinder with N-Gon caps showing seam lines in red.
Image 2 = Cylinder after being UV Unwrapped with Blender 2.78a

Martin