No, I've had an indie license (off and on -it's rental) for quite some time. Don't precisely know how long. Well over a year, I'd say.
Posts
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RE: Onward, comrades!
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RE: Onward, comrades!
@l i am said:
On a serious note mate what is the learng curve like with Substance Painter?
I don't find it hard to learn -but your experience may be different. Kinda depends on your skillset and whatnot.
The best advice that I can give you, is that you watch a few tutorials (there's quite a few on YouTube, like this one: https://www.youtube.com/watch?v=RQ-hRk0WHJ8&t=2450s) and give the demo a spin.
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RE: Onward, comrades!
Thanks.
I had fun doing this. Learned heaps. Especially Substance Painter keeps blowing my mind.
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Onward, comrades!
SU, Daz Studio, Substance Painter, Modo, Photoshop.
Have a nice weekend, folks.
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RE: Happy happy joy joy
@andybot said:
what, no shot of the acoustic ceiling tiles? Way to rob me of my joy.
An unfortunate oversight on my part. Apologies.
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Happy happy joy joy
SU + Modo + some imported meshes. And some jpeg artifacts to boot.
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RE: SubD examples and models
@hornoxx said:
Here comes the ultimate German Technology to conquer foreign planets.
Somehow that does look very German indeed. Reminds me of Dix and Grosz.
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RE: Mo' stuff
Thanks, gents.
@hornoxx said:
So far I have 0 experience with this entire UV process andto be honest I don't even understand what SubPaint does exactly - besides uv texturing and somehow "texture painting" - is that also the renderer?
No, I rendered this with Modo's renderer.
SP is a texture painting app. It allows you to paint textures directly onto your 3D meshes. It doesn't do uv's, though. I utilizes them, obviously, but uv mapping is done in your 3D app of choice or in a dedicated uv mapping app.
You can build entire materials in SP, but so far I haven't done that very often. I mainly generate masks with it (essentially black and white images of wear and tear), which I then use to add dirt/scratches/dust to Modo or Vray shaders, or to blend between different shaders.
The cool thing, obviously, is that an app like SP allows you to add texture detail exactly where you need it.
So, the process is: basic modeling in SU > further modeling + sculpting in Modo > uv mapping in Modo > texture painting/mask building in SP > back to Modo for shading and rendering.
Oh, I should add the above image is based off a 'Star Trek' still.
Here's some vids Rich did: https://wrap-r.com/tutorials.html
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RE: Mo' stuff
Sure.
I blocked out the model in SU, then exported it as a collada file. From then on, itβs just adding detail through modeling and sculpting. Nothing fancy. Time consuming, though. Two steps forward, one step backwards. Lots of agonized cursing, even more coffee.
I also imported a few models: the two plants, and the sculpture (which I quite heavily edited).
Then, obviously, shading and rendering (and UV mapping -ugh. Was at it until 4 this morning). Most textures are procedural. Thereβs some simple stuff I did in Substance Painter in there also -masks, basically. Lighting is a reddish environment and a point light.
Photoshop then. Iβd rendered out quite a few alpha masks -those come in handy for masking in PS. I made sure to go about things as non-destructively as I could. Ended up with a 400 megabyte psd consisting of 24 layers. Bit unwieldy, for a non-expert like myself.
All in all, it was pretty rewarding experience, as I learned a lot.
I'd like to thank my mum, and Jebus.
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RE: SketchUp 2019 release
@chippwalters said:
You really need to take a look at Blender 2.8.(...)
I should too. 2.8 looks tasty.
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RE: The Holy Trinity of Perpetual Dreariness
Haha. Thanks. I went and made it worse by adding the White Bands of Doom.
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Cardboard model
Stumbled upon this one while cleaning out one of my hd's. SU + Modo.
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RE: Allegorithmic is joining the Adobe family
@mike amos said:
Should that happen, there are always pencils.
I've been stockpiling those. Canned beans, too.
When the machines rise, and they will, yours truly shall be sitting pretty.