This week I focused on finishing the textures of the hologram and refine its animation.
Hologram UVs correction and base texture
When I started to add the textures to the base of the hologram in Substance Painter, I noticed that my UVs were wrong as I sliced them in sections. Therefore, any time I tried to add a rust effect on edges, the programme was not detecting them and placed the textured in the middle. I then went back to Maya and redo the UV maps, but this time only cutting off the edge that was less visible, and unfolded the UV from that cut. Then, I updated the UVs in Substance Painter and added the rust effect in the edges.
![](https://mngonzalezsanchez.myblog.arts.ac.uk/wp-content/plugins/lazy-load/images/1x1.trans.gif)
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Originally, I wanted to do the texture in bronze colour to follow the style of most of the objects in the master render. However, I then realised that this texture will not work as hit is too flat and yellowish so it does not really match with the blue hologram effect on top of it.
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After testing the bronze texture, I decided to swap to a more reflective and metallic texture such as the copper texture, and then add the dirt and scratches masks I made for the previous bronze texture on top of the new texture.
![](https://mngonzalezsanchez.myblog.arts.ac.uk/wp-content/plugins/lazy-load/images/1x1.trans.gif)
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After exporting the textures from Substance Painter, I created the shaders in Maya using the Substance plug-in, and linked each shader the the correspondent part of the hologram. After relinking textures in Maya, I noticed that the metallic textures looked too flat and they did not shine as a metallic surface would do in reality. Therefore, I checked the roughness map of the copper texture and reduced the ‘alpha gain’ till 0.5 (it was 1 before) and then changed the ‘color gain’ to a darker gray so the shadows had some contrast from black to gray (before they were white so they were not visible, hence the flat look). Then, I went to the ‘Lens Effect’ I added for the hologram and reduced the ‘threshold’ from 1 to 0.65 so it did not look that white/burnt shine on the surface of the metallic base.
![](https://mngonzalezsanchez.myblog.arts.ac.uk/wp-content/plugins/lazy-load/images/1x1.trans.gif)
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After the textures were finally completed, I redid the animation of the spinning of the rings and the little satellites rotation on them with manual key framing.