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erikals
02-13-2016, 03:33 PM
made a "robotic movements" thread earlier, and though i'd add one covering "robotic surfacing"

so, here we go... >

http://forums.newtek.com/attachment.php?attachmentid=132396&d=1455402627
132396


LightWave Nodes - Worn Edges
http://forums.newtek.com/showthread.php?115820-Worn-Edges-with-LW-nodes


...feel free to add links along the way...
...search mode > http://forums.newtek.com/archive/index.php/t-149793.html

erikals
02-13-2016, 03:39 PM
not LightWave, but still interesting as a 3rd party addon to LightWave


https://www.youtube.com/watch?v=iIyGlkOUpH4

Blender Hard Ops - LightWave thread
http://forums.newtek.com/showthread.php?149183-Blender-Hard-Ops-Great-Modeling-Addon

erikals
02-13-2016, 03:55 PM
not LightWave, and not free, but almost > $5


https://www.youtube.com/watch?v=I1Y-DLptzw4


Quixel - 325 Hard surface sci fi Alphas  ...bet it can be used in 3DCoat / ZBrush
https://www.artstation.com/artwork/xBqlY


might also serve as an inspiration.

erikals
02-13-2016, 04:31 PM
http://3dxyz.pro/wp-content/uploads/2014/10/scratchedmetal-w855h425.png


3dxyz.pro - Scratched Metal
http://3dxyz.pro/scratched-metals

note, browse many-many more great presets at www.3dxyz.pro

erikals
02-13-2016, 04:35 PM
http://3dxyz.pro/wp-content/uploads/2014/10/example-806x300.png


3dxyz.pro - Carbon
http://3dxyz.pro/tag/carbon

more great presets at www.3dxyz.pro

erikals
02-17-2016, 03:39 PM
https://www.youtube.com/watch?v=xRP1OZ-UqFw

DrStrik9
02-17-2016, 09:17 PM
Those textures are super cool!

erikals
04-09-2016, 07:11 PM
https://www.youtube.com/watch?v=5v0c2AymkFs

erikals
04-09-2016, 07:14 PM
https://www.youtube.com/watch?v=bCaLyUStvy8

erikals
11-24-2016, 03:34 PM
though 3DsMax, most principles applies, and can be easily transferred to LightWave


https://www.youtube.com/watch?v=ogqAWmFTYck

hrgiger
11-24-2016, 06:51 PM
Get Substance Painter, its the best tool. Some people like Quixel also but I just don't like the connection to PS that's required.

erikals
11-24-2016, 07:08 PM
yes, posts were mostly LightWave related, but Substance Painter should be considered for sure.

agree, Quixel being PhotoShop dependent is a minus for many of us.

there is also 3DCoat, heard lots good about it, though i haven't used it much. (lack of time)

hopefully 3DCoat moves towards Substance Painter a-like features.  ...we shall see.  :]


3DCoat vs Substance
...some comments i gathered regarding some time back



Dataday - September 2015
Some how I ended up with Mari, 3D Coat and Substance Painter... out of all them, 3D Coat is my favorite when it comes to painting.

MightyPea - September 2015
I also own all three of those, and prefer 3dcoat.
For me, it's partially that I do a lot of handpainted stuff, which Substance Painter doesn't really do, but even for PBR I really, really like 3DCoat.

Skumtron - September 2015
For sure. I've done texture painting in ZBrush, Mudbox, Substance Painter and even the new Photoshop 3D workspace and prefer 3D Coat by a mile.

janpec1000 - September 2015
It isnt just good, it is by far best PBR painting software if you ask me and i tried pretty much all of them. Is it worth upgrading just to have PBR painting features? YES. I love UV/retopo tools of 3d coat, i think software was worth buying before just for that, but upgrading only for PBR is defenetly worth it.
Advantage of 3d coat PBR to Substance is performance, its much more stable, materials are loaded instantly while in substance large lybrari can be pain to load each time, it has very robust layering setup-straightforward. I needed several long tutorials to get grip on Substance, while i needed nearly 0 with 3d coat, just jumped in and that was almost it.

arumiat - June 2015
Additionally Painter doesn't have anywhere near the greatt feedback that 3DC gives whilst painting in my opinion. And there are even small other things like that you can't hide individual parts /submeshes of an fbx/ obj whilst working with your model in Painter (or Designer)

Michaelgdrs - March 2015
I am using painter as well , and to be honest , i use it mostly for the dirt effects and particles , everything else can be done in 3dc as well.



however. those are just comments by misc users, so to be concluded with 2 grains of salt.

hrgiger
11-24-2016, 07:55 PM
I can't really use other peoples comments as a basis for what tools to use. I use both Substance painter and 3DCoat and I'll just say that Substance Painter is amazing and getting better with frequent updates. Some of those comments don't seem like they came from someone who actually uses it. It does do hand painted stuff, you can hide geometry (through texture sets), and there's very few instances I can think of where it didn't offer real time feedback. And just like 3DCoat, it can import .lwo directly.

erikals
11-24-2016, 08:10 PM
i always find comments by other people useful, but only to a certain extent, and depending.

it was an interesting read, though maybe not too useful.

however, what i often do is to based on these comments test the app later on and see if there is truth to it.
it sometimes save headaches.

sometimes. though less often than i'd like to admit.

prometheus
11-25-2016, 09:55 AM
https://www.youtube.com/watch?v=xRP1OZ-UqFw

I usually go with illustator for things like this and also use pathfinder to extract or add when working with shapes, then using spacing and dashed or dotted lines, you could also use the clip arts or brushes, symbols and patterns, the difference is that you can go back in and change values mostly..while in photoshop itīs a bit trickier unless using fonts symbols, illustrator also leaves it open to be saved out at any resolution.

I would suggest take a look at the free krita, it has some nice path and curve stuff, so you can draw with symbols, brushes or a particle paint brush, it also has symmetry and caleidoscope settings.


The free simbiont shaders may also have something of interest for robots, hereīs from the techno category, it works with 2015.3 32 bit, 64 bit unknown..
http://www.darksim.com/Repository/tx_Techno/

erikals
11-25-2016, 10:21 AM
yep :)  went with PhotoShop here as it's widely used, so easy to follow.

indeed many apps one could use, regarding that, big Substance sale today. (30-50%)
https://www.allegorithmic.com/?utm_source=Allegorithmic+Newsletter&utm_campaign=22eb9f623d-EMAIL_CAMPAIGN_2016_11_22&utm_medium=email&utm_term=0_2e69063d82-22eb9f623d-330626769

gerry_g
11-25-2016, 11:52 AM
I have both Allegorythmic's Designer and Painter. working directly on the model is way better than doing it any other way for a lot of things but not all, problem with illustrator is you are exporting a bitmap at the end of the day and you are going to see a quality drop, also the detail you are trying to add is often a combo of normal, bump, occlusion, curvature and metalness and so on not just a single channel which is kind of tough to do without one of these kinds of apps, though not impossible, I think the days of just adding a bump map and a bit of colour are long dead.

prometheus
11-26-2016, 04:09 AM
I have both Allegorythmic's Designer and Painter. working directly on the model is way better than doing it any other way for a lot of things but not all, problem with illustrator is you are exporting a bitmap at the end of the day and you are going to see a quality drop, also the detail you are trying to add is often a combo of normal, bump, occlusion, curvature and metalness and so on not just a single channel which is kind of tough to do without one of these kinds of apps, though not impossible, I think the days of just adding a bump map and a bit of colour are long dead.

How do you figure thereīs quality drop in illustrator?
You can export to whatever high resolution image you want, no matter what you start with in therms of symbols and vector paths, working in photoshop in "wrong resolution" is a one way though.
That said, I do not disagree with all the advantages and features with substance painter and designer.

gerry_g
11-26-2016, 08:28 AM
ok fair point, lets just say that in order to maintain what you do in illustrator you are going to have to output at 4 or 8K, which for a greyscale bump map is not unreasonable

prometheus
11-27-2016, 04:58 AM
ok fair point, lets just say that in order to maintain what you do in illustrator you are going to have to output at 4 or 8K, which for a greyscale bump map is not unreasonable

Yep..I agree.
Itīs not really a quality issue as long as you are aware of this, including starting your photoshop bitmap with the needed resolution matching your project with the highest res, and you are screwed if you later find yourself in need of a higher resolution, in Illustrator you only need to know how to export to the correct resolution, so it doesnīt matter where you start with vectors in terms of resolution.

There is probably some tricks like exporting a uv map from lightwave model uv, and use that to live trace/convert to illustrator paths, In fact exporting to eps will give actually give ou paths directly without the need to live trace... then use those paths in combination with symbols or patterns following that paths, I know it should be doable I think though I have yet to work with it to see if it gives something special to a texturing workflow.

Michael

BigHache
11-27-2016, 09:36 PM
I have Substance Live at home. I have no interest in going back to Photoshop.

Two things I love about Substance Painter is the ability to adjust resolution at any time in your workflow, and if you need to tweak your UVs, Painter does a pretty good job of adjusting your project to the updated UVs without having to repaint/rework everything you've done. Photoshop can't do that and even if Adobe figures it out I don't care. They missed the curve.

erikals
03-01-2017, 03:34 AM
DPont Edge Node


https://www.youtube.com/watch?v=iWHVBQ19x94

( for Octane, see the Rounded Edges feature )

gerry_g
03-01-2017, 05:51 AM
handy as it might be it looks to me like only outside facing edges get smoothed but the cutouts don't so only half a solution plus if memory serves the plugin is ok for simple things as above but if the mesh has any kind of density it gets slow real quick it seems to evaluate every internal loop in the mesh not just the edges for some reason, it also gets unstable even erratic and failing to work, like many others I have used it as an alpha input to to do worn edge look (not its intended purpose) but volatility aside it's cool to have

bazsa73
03-01-2017, 07:34 AM
I have Substance Live at home. I have no interest in going back to Photoshop.

Two things I love about Substance Painter is the ability to adjust resolution at any time in your workflow, and if you need to tweak your UVs, Painter does a pretty good job of adjusting your project to the updated UVs without having to repaint/rework everything you've done. Photoshop can't do that and even if Adobe figures it out I don't care. They missed the curve.
One of the first things I noticed when using Painter that it let you do these hackings without further ado, it doesn't crash on the next reload of the project if you have changed drastically
your UVs.

Niko3D
03-01-2017, 08:42 AM
DPont Edge Node


https://www.youtube.com/watch?v=iWHVBQ19x94

( for Octane, see the Rounded Edges feature )

Very useful to me!!!Thanks!