check out these amazing results…

https://www.allegorithmic.com/blog/meet-mat-3d-painting-contest-and-winners-are

…of Allegorithmic’s most recent Substance Painter contest.
It’s just crazy awesome how much imagination some people have.

There is even a dude from Moscow, Russia among the winners!

Advertisements

field report (including adventures with Substance Painter)

So I have already written about my discovery of Jeff Vogel’s Spiderweb Software games, and since they are really more text-based than anything, I thought that fanart is in order. And it’s not going to be _that_ perfectionism-triggering as my older fandoms are (since those are either visual-based, have a huge body of established lore, or both).

Before I plunge into a lengthy description, though, let me share a tip.

This is one of the Optitex dynamic clothing items for DS that I took into Substance Painter because Substance Painter is this awesome tool that does a lot of stuff I need (like weathering effects) automagically, via (extremely customisable) “smart materials”.

What you need to do to really optimise your workflow is: before you import the mesh into SP, merge those materials that are on the same UV tile and are logically the same (you can do it in DS via “geometry editor” or in a modeler app). Optitex dynamics have a gazillion cloth panels aka mat zones, and SP will generate a separate texture set for each, even if they all fit on the same UV tile. You don’t want it, really. It slows down the painting; you wind up with a gazillion x 3 (or more, depending on what you paint) textures for each zone that you will need to merge later manually in an image editor if you don’t want to waste disk space; and – the biggest issue – you cannot paint across those sets.

Which makes painting continuous detail kinda moot. Just look at this robe that is supposed to have been burnt in a fight. Apparently it’s been sewn from pre-burnt fabric because there is just no way to make the particle brush transcend the texture set boundaries.

So do not repeat my mistakes =)

Tip over; self-indulgence incoming!

I’m almost through with my first run of Avernum: Escape from the Pit, and I’ve grown fond of my gang of four. This is how far I’ve progressed with Kadwell who is the party’s mage and the only dude.

Continue reading “field report (including adventures with Substance Painter)”

Substance Painter is out!

It’s a new 3D painting program made by Allegorithmic, a French company that may be familiar to you if you were ever researching available options for procedural texture generation software: MapZone, a free oldie-but-goldie, is a real gem, especially if you are on a tight budget (free, duh) and aren’t afraid of winging it in the absence of thorough documentation.

These days, Allegorithmic have expanded and improved on the innovative features of MapZone, and they have given a special name to their unique procedural texture format: Substances.

They have a whole line of software dedicated to working with Substances. Substance Painter is one of them, but you can also import any bitmap to use as a brush, alpha mask or stencil. It also has very neat dynamic particle effects! Think showering your model with rain or setting parts of it on fire, and getting realistic evidence of these processes onto your textures.

Generally, most people using Substances are game developers, but it’s not just for them. You can paint any models with it, export bitmaps and do whatever you want with them (I specifically asked on their forums, if it’s okay to make textures for models to sell or to give away).

You can try out Substance Painter here – you will need to create an account. I bought my licence when it was still in the beta, so I got a discount – and this promotion still lasts!