Categories
Final Major Project FMP

Week 4: Texturing in Substance Painter

This week I focused on texturing in Substance Painter and testing the textures in Maya and Unreal Engine

Base & connections rock texture

For the rock texture, I mixed Substance’s pre-made rock textures, to then scale them down, orientate them vertically and lastly, I added a layer of dirt to give more variation and dimension. For the block of flats in the rock layer, I kept it a bit simpler as there is already a lot of detail in this section and I did not want to overcrowd it. Also, for the connections I added the same rock texture and some asphalt texture for the roads with stencilled road signs on top.

General city buildings, skyscrapers, & main tower textures

For the city buildings, I downloaded a texture from Substance website which already has the windows set up to increase/decrease to amount of lit windows and the intensity and colour of the lights. I could also adjust the size of the frame of the windows so they have the proper dimensions for my model. I also added an emission layer to this texture so when exporting it, I have an emission map to adjust the windows light intensity in Unreal Engine. This was actually a good discovery as I could texture all the buildings at the same time and pretty quick, whereas if I had to do the buildings one by one, it would have been time consuming and a pretty tedious job to do. For the bridges, I used another texture that I found in Substance website which resembles the texture of the circuits of a machine and, by adding an emission layer, I could show some neon lighting in the circuit details so it makes them stand out. As a final touch, I added a flying car landing sign on the top of some buildings using one of Substance pre-made stencils. I also added a purple neon glow to make it more futuristic.

For the skyscrapers, I added a simple glass texture for the windows as I am planning to add an emission effect later on in Unreal Engine. Then for the main body of the skyscrapers I used a metal texture with some scratches and a concrete texture with some dust painted on top manually. The skyscrapers textures are simple as these are not going to be too visible in the night ambient of the scene.

For the main tower, I also used the same circuit texture that I used for the bridges. In the edges, I added a glass texture with a purple colour which will be lit later on in Unreal Engine. Lastly, using a stencil and an opacity layer only, I painted some vents on the top of the tower.

City details textures

I chose a patterned texture for the city wall and metallic edges. Then I painted some dust on the lower parts so it blends in with the rocky base texture.

For the capsules, I used a glass texture for the top part and another circuit texture (different from the main tower and the bridges texture) to simulate the capsules engine.

The lamp posts and the antennas were textured really quick as they are very small and won’t be too visible. Therefore, I added a metallic and a glass texture for the lamp posts (which will have lighting added on later on in Unreal Engine), and metallic and carbon fibre textures for the antennas.

The cranes also have a metallic texture with some rusty details and a rope texture for the cable which I painted in grey so it looks like a metallic cable. The base has a concrete texture.

Lastly, the flying cars have also a basic glass texture for the windows and a basic metallic texture for the main body as these are going to be very small in the scene. The only distinctive attribute these have is the blue stripe in front which will be the car’s front light. I am also planning to add some emission effect in Unreal Engine to this front light.

Categories
Advanced & Experimental Group

Week 9: Hologram Base Textures in Substance Painter & Final Model Animation in Maya

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.

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.

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.

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.

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.

Final hologram model with textures and animation
Categories
Advanced & Experimental Group

Week 8: Hologram Reduction of Model Subdivisions in Maya, & Radio Textures in Substance Painter

This week I had to remodel the base of my hologram and make the hologram effect to test in in final scene, along with finishing the radio textures.

Hologram remodelling

After Martyna and Roos tested the hologram in the master render, they were having some issues with the hologram as it was too heavy for the scene. Then they figured that the particles used for the particle effect had too many subdivision and asked me to redo this with simple cubes instead (it will not have that polished effect, but it will lower the poly count of he model considerably). Apart from the particle effect, Roos also recommended me to delete any unnecessary subdivisions, so I deleted most of them from the constellations cylinders, from rings, rivets, and base of the hologram. After reducing the poly count, I also had to redo the hologram’s UV maps.

Radio Textures

I also carried on with the radio textures this week so the CG lead could have most of the final objects with textures to test the illumination with them in the master render. In Substance Painter, I chose a wood texture for the base and main body of the radio and mixed it with some metallic textures to give that futuristic look to it. I also, found two pictures online about the channel dial of retro radios, so I created an alpha and a normal map version of these and added them to the radio. I made the normal map to add some texture to the typography in it and the alpha map to add some emission to the screen (focusing on the typography only) as if the radio was turned on.

In Maya, I linked all the textures as I did with my spaceship, by using the Substance plug-in to automatically link and group the different layers and maps into shaders. Then these shaders were connected to the correspondent parts of the radio. I also linked the channels screens to the radio and added a bit of emission (as previously mentioned) to give the feeling that the radio is turned on. However, after I uploaded this textured model to FTrack, Gonzalo mentioned that this emission was too bright and should be turned down slightly. Therefore, I corrected this and uploaded the final version to FTrack.

Radio model with emission levels too high in the middle channel screen
Final radio model with textures

References

Cobalt. Vintage radio dial (online). Available at: https://stock.adobe.com/gr_en/search?k=radio+dial&asset_id=55983088 [Accessed 3 June 2023]

Pilcher, G. Vintage radio dial face (online). Available at: https://id.pinterest.com/pin/740279257483290061/ [Accessed 3 June 2023]

Categories
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]