Lightsaber scene - nostalgic


#1

Hi !
I currently work to improve my demo reel, and with the incoming Star Wars film I suddenly realize that I’ve never made SW scene or objects in 3D ! …
So I thought of a scene, concentrated about the lost lightsaber of Luke, but with other stuff he had on Tatooine.
So there is a beginning of a scene with these props, and I currently work on texturing / shading them. So I also can have more objects for modeling demo reel during WIP. I have not worked on the lighting for the moment, just a basic sun through the door of a Tatooine classic house.
I think about a louver on the top, maybe.
Done on Maya, with Vray and substance painter

Good source of ref : http://www.forum.rebellegion.com/forum/viewtopic.php?p=405582&sid=bc9ea58dbdd9c9497185d3e2d1d626a5

First props textured, lightsaber on other topic (I thought it was a WIP topic but … no … sorry) :
http://zarghy.cgsociety.org/art/star-maya-wars-vray-sci-fi-substance-luke-painter-skywalker-nuke-lightsaber-3d-realistic-1321346

Here it’s the next props I have to unwrap and texture.

[[img]http://s17.postimg.org/cw7wff17j/Capture05.png[/img]](http://s17.postimg.org/cw7wff17j/Capture05.png)

#2

WIP with substance painter and rendering with hdri

Actual scene with textures, low material sampling


#3

This looks awesome!

I’d love to see a bit about the unwrapping and texturing. Any chance you could show off the UV’s and explain a bit more about your texturing pipeline?

Thanks.


#4

Thanks a lot!

Of course, but I must prevent you that I'm currently working to improve this point specially so, I don't have a lot of experience in this kind of unwraping and hi-res texturing :)
I had few issues (and some are always here but not easy to see so I let them, thinking how can I change for next props ...)

Because I want to experiment a high details texturing I have a lot of materials so lots of textures and different unwrap.

Basically, for this type of mechanical's object, I begin with an automatic uv map (or cylindric) on maya, then I sew / separate to have what I want. For preparing texturing on substance painter I make logic group of uv, so I can make easily mask and color selection on it.

This is 3 uv :

[img]http://s4.postimg.org/y0tzoxwkd/uv_bout_jumelle.png[/img]

[img]http://s4.postimg.org/6evti02l9/uv_capot_sup.png[/img]

[img]http://s4.postimg.org/840bcbswt/uv_support_ecran.png[/img]

My model with low poly (just few pieces I had created directly high poly but I don't remember why .... probably a test ! )

[http://s4.postimg.org/3ncjre42l/low_poly.png](http://s4.postimg.org/3ncjre42l/low_poly.png)

Smoothing version, not really optimize ... 

[http://s4.postimg.org/hsict7d3x/smooth.png](http://s4.postimg.org/hsict7d3x/smooth.png)

Then is différents pass on substance painter for a same piece (black painted metal)

Color : 
[img]http://s22.postimg.org/fjw2905c1/Substance_layer_color.png[/img]

Height :
[img]http://s22.postimg.org/4j0x3zd35/Substance_layer_height.png[/img]

Metallic : 
[img]http://s22.postimg.org/6q55rwidd/Substance_layer_metallic.png[/img]

Roughness :
[img]http://s22.postimg.org/rofx3q7lt/Substance_layer_roughness.png[/img]

Then if you want to see layers of the shader on substance painter here is some screen layer after layer :

[http://s29.postimg.org/5hqabngzr/Substance_layer_1.png](http://s29.postimg.org/5hqabngzr/Substance_layer_1.png)
[http://s29.postimg.org/dkogmz1l3/Substance_layer_2.png](http://s29.postimg.org/dkogmz1l3/Substance_layer_2.png)
[http://s29.postimg.org/9pl2keifb/Substance_layer_3.png](http://s29.postimg.org/9pl2keifb/Substance_layer_3.png)
[http://s29.postimg.org/9s4y78m2v/Substance_layer_4.png](http://s29.postimg.org/9s4y78m2v/Substance_layer_4.png)

Substance painter has a Vray export profil so export is 6 maps by default : Height (if you want to create a displace, I didn't use displace for this props),  Normal, diffuse, reflection, reflection glossiness and reflection IOR

I hope I had answer to your questions, as you can see I'm not very effective with optimisation, not yet ... so currently learning and improving these skills ! ;)

If you or someone else have few advise, it'll be great !

#5

I know what I want for christmas. Always wanted to use substance painter, but I can never afford it, so it’s photoshop for now. Great modeling and texturing skills! Looks really nice


#6

Thanks for sharing!

When it comes to high polly unwrapping I like to use Zbrush a lot of the time. I like that fact I can paint the UV’s and use masks to block certain areas out. In particular, a drag brush with a spherical alpha mask for cylindrical type objects can be handy at times. It’s not for everyone but it has its uses.

Unwrapping can be a pain, have you considered unwrapping a low polly and using a normal map - The same kind of pipeline used in modelling for games.

Im currently saving, either for Keyshot or Substance painter but I must admit Sub Painter is new to me.


#7

Thanks you !

Yeah … My brother offered Substance painter to me about 1 years ago, maybe more, during Steam discount, it was an alpha software and I don’t know why I had not specially use it …
And 1 month ago for this project I wanted to test more seriously Substance painter … and it was awsome ! :slight_smile: Too many time lost during this past year … ahah


#8

Yep I understand, I need to practice a bit more ! I’ll watch that pipeline soon, I think. Thank you !

It’s what I’m actually doing, unwrap my low poly then paint it into substance painter, you can paint texture and shading on it, and normals too :slight_smile: Substance painter usually used for game’s texturing (due to max 4k map) but it’s cheaper than mari so I use it for this type of rendering, just cut my objects in more uv sets ahh (yeah all maps for the binoculars … near 200 (5 per material) but it was really quick to do, texturing and shading was done on nearly 6-7 hours.
And I wanted some details were really modeled, for better result with close view

If you take a little of time watching video and testing, Substance painter can be efficient after 2 days of learning ^^


#9

Hi !
I have some new wip screenshot and an actual final render v1 for the moment.


#10

I think about add some others details on the background, on the left and maybe différents pieces like in a workshop .

If you have any advise … :wink: