Character Texturing & Rendering

Imaging II - Brandon Dearlove : 100487303

Base Mesh Renders - Coloured Lamberts

I had previously put basic shaders to block out the shader groups for use in Substance later. Hopefully that is alright; I feel like it gives the model more appeal than just a default lambert.
Maverick Turnaround 02

Texture Samples

Lighting Styles

Colour Palette

Big image

Final Render

Maverick 44 0001

Reflection

So for this project I decided to not use Substance Painter and opted for a new software suite called Quixel. This software is a lot like Substance in that you can paint right onto the mesh, except this suite came with over 600 smart materials so I wanted to put them to good use. It is essentially a plug-in for Photoshop, and creating complex normal maps is quite simple in it. The only down-side was there was quite a learning curve to this software and borrowing some concepts I understood from substance painter I arrived at the textures you see in my final render. They aren't as complex as I initially desired but the normals came out nicely so I got some basic detail in the leather jacket and the jeans.

My main issue (similar to substance) was getting the quality I got in Quixel's rendering studio to translate to what I saw in Maya, which was vastly different. It took quite a bit of tweaking and I finally settled on using a blinn and plugging my maps into that, and rendering with a simple three-point light setup in mentalRay. If I were to do the rendering again I would spend more time on the fine details like pockets and zippers, and not fuss so much with the lighting as I did because I think I over-exposed the model in the final render (Gamma is set too high).

Thanks for a very informative and well-taught semester Edin, I definitely learned a lot about texturing and rendering!