@Joo52 Thanks for the comment. I’ll be posting up Substance Painter WIP images later. Yes, micro-detail like bubbling paint/superficial scratches/etc, and some of the rubber elements have panel lines and raised nodule detail. This is all captured in the normal and height channels and can be combined in Vray with the Normal Bump map node.
Towards the end of the modeling process I started to think of my final illustration. The last few projects I’ve done, I’ve taken them straight from Zbrush to Keyshot to render passes, and finish up with a paintover in Photoshop. This process has been popular for a number of years now and can be quite liberating in comparison to days and days of shader look dev/render testing that often accompanies rendering a straight beauty pass from Vray(with render element passes) The Keyshot process is different(but can be done in any renderer including Zbrush) as I’m just rendering passes of different materials/lighting which will be masked and heavily painted in Photoshop…So with all that said, this time I decided to return to Vray for the endless hours upon hours of watching tiny render buckets crawl across my screen…
Then I hit a complete spell of indecision on the colour scheme I wanted to go for. I tormented myself and became obsessed to the point of abandoning the project for nearly 2 months as I was not sure what direction in which to take the colouring!! There is so much well-known sci-fi work out there with easily recognisable and iconic colour schemes that this was a much harder decision than I thought. Eventually I settled on the scheme below, having tested the good old orange/white/grey scheme…the black/red theme…the blue/yellow theme…and a few others.(another fantastic bonus of SP:trial and error/iteration/realtime colour scheme brainstorming;) ) The military drab olive/yellow/black(and tiny hints of orange, later) worked well for me in the end, I feel. So that 2 months lost wasn’t procrastination, it was research, dammit! 
As crazy/compulsive/ocd as this may seem to some, this was probably the most important point in the project for me and I just refused to continue until I was 100% on the scheme. If you’re going to give many, many hours of your life to a personal project, don’t rush it. You’ll only do it once so make it count.
The primary reason for the choice of rendering in Vray was Substance Painter. As I had the character fully UV-ed, I thought it would be a great opportunity to run the entire lot through SP and see what comes out. Plus I wanted to see what the high-poly workflow would be like and also an excuse to play with the SP Vray export preset. Here’s an early look-dev test with the first iteration of the smart material to test the export preset and set up the basic shader in Vray. This is just with a few base layers and some blocking out/masking.
And also, a major plus for the texturing/rendering in Vray Vs material render pass comping in something like Keyshot is that you’re not locked to a camera view, so you can set up the shot from any perspective and have all that texture detailing for free;) whereas in the other workflow you have to recomp/repaint from scratch for every illustration.

This was a smart material that I built up from scratch in SP. The beauty of it was that I could build this template material and run all the other assets through it, ensuring consistency throughout.(as I think I mentioned earlier there are nearly 40 different armour parts) and because all the parts were still high-poly I couldn’t just bring them all in to SP together. But with the smart material I wouldn’t have to as I knew it would work seamlessly on all the parts. I’ll post up the material tree in a later post.































