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Advanced & Experimental Group

Week 6: Spaceship UV Maps in Maya & Textures in Substance Painter

This week I focused on finishing my spaceship by editing the UV maps and creating the textures in Substance Painter.

UV Maps in Maya

Since I consider that my knowledge about tidying up UV maps was basic and my spaceship model had a lot of complex shapes and details, I decided to research about how to lay proper UV maps in complex objects. Therefore, I found the following tutorial which had a useful workflow to do proper UVs.

UV maps tutorial (On Mars 3D, 2021)

After this tutorial, I carried on to do my spaceship UV maps and get it ready for texturing in Substance Painter. Since there were lots of different parts of the spaceship that needed a lot of space in a UDIM, I decided to separate each part in a different UDIM to have the best resolution when adding textures. I also cut each section in pieces to then unfold them properly and use layout to spread them in the UDIM. Sometimes, some of the UVs were layout really mixed up and not properly oriented, like in the main body of the spaceship, so I manually corrected orientations and tidied them up (so they were also easier to spot when texturing separate sections).

Textures in Substance Painter

I wanted to achieve a realistic texture result with my spaceship, so I decided to use Substance Painter for this. Since I have never used this software before, I researched some tutorials in YouTube and also asked to Marianna and one of the technicians at uni for advice. I found the following tutorial that teaches the basics of Substance Painter.

Substance Painter beginners tutorial (Adobe Substance 3D, 2021)

I mostly used the preset textures for my base, such as copper, copper worn, chrome blue tint, and glass firm dirty. Then, from these base textures I started building up with fill layers, masks, and generators to add dirt, scratches, burns, and rusty borders. Once I was happy with the textures look, I baked them all.

However, I had some issues in the outer cover of the spaceship, since the UV maps were not unfolded properly, so they were overlapping and showing like stripy patches in some areas. Therefore, I went back to Maya and corrected the wings UVs, cutting the inside parts of each piece, unfolding them and then laying them out properly. Once this was corrected, I had to search for another tutorial as I was not sure how to update the UV maps in Substance without having to start from the beginning the whole process of texturing. Therefore, I found the following tutorial that has a really quick way to update this:

Updating UV maps in Substance Painter tutorial (On Mars 3D, 2020)

Once the textures were finished, I exported them and relinked them in Maya as shaders following this tutorial for a quicker way to relink all texture maps in Maya:

Exporting textures from Substance Painter to import and relink in Maya tutorial (What Make Art, 2022)

I also added some emission effect to the windows so it looks like there are lights on inside the spaceship.

Spaceship final model with textures – 360 render

References

Adobe Substance 3D (2021). Substance Painter 2021 Getting Started – Part 01 – Materials & masking (online). Available at: https://www.youtube.com/watch?v=_j27AS0VQOw [Accessed 20 May 2023]

On Marrs 3D (2020). Substance Painter – How to Update Models AFTER You Textured It! (online). Available at: https://www.youtube.com/watch?v=qjYzLgVOqrc [Accessed 21 May 2023]

On Mars 3D (2021). How to UV Map Complex Objects in Maya (online). Available at: https://www.youtube.com/watch?v=JiEQNDZapXs [Accessed 20 May 2023]

What Make Art (2022). Export Substance Painter Textures to Maya with Plugin Tutorial (online). Available at: https://www.youtube.com/watch?v=sCKc_6nTRPM&t=227s [Accessed 21 May 2023]

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