Week_04: Texturing

This week I focus on the textures of the robot and create a whole character light for it.

Thanks for Wanxuan’s fine art concept design that could lead my texture work. With her drawing I also found some other mechanical structures on the robot as a reference.

Concept drawing

First I imported the robot into Substance Painter with obj file format. Then I baked some useful maps for me to better control the color effect like ID map, Curvature map, World space normal map and Ambient occlusion map.

Then I use ID map as range of colour options to add main color on single component. And then I just use World space normal map to distinguish between top and bottom color. Cause the robot ‘s main color is orange so I made the top area of whole robot with more pure yellow. Then I reversed the World space normal to make the bottom area with more purple on that. The whole thing is just to make more contrast of colors.

Furthermore I use Curve map to add and imitate some effects of edge wear. And I also add a layer with light map mask to give more color variation in the light and dark areas.

Finally I add a fill layer with pure black and use my Ambient Occlusion map as a mask to define the area where we want the pen touch effect and add a fill generator on a higher level of this and choose one alpha noise map as grayscale to imitate the pen effect. Then things come more easier I just need to adjust the scale and rotation and offset data which is the most suitable for the robot of the grayscale. I also add more details to show the robot like some icons. And I got all the texture effect on Substance Painter.

Next week I will link these textures with maya toon shader and help Guanze and Wanxuan with their scene lighting.

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