Part 1
Week 8
Substance Painter, feels like photoshop
For this week we have been exploring the subject of texturing, for this we enter the Substance Painter program, which for me, as my title says, reminds me too much of Photoshop haha.
'' Ogres are like onions. Onions have layers. Ogres have layers. '' - Shrek
And this for me is how photoshop works, layers, a lot of layers and apparently Substance has even more layers, since it is not only handling colors with effects per layer, but also the various maps alphas, normals, height, metallic, roughness, among others. During class our teacher (Hello Richard!) Gave us a little exercise for the house: go and take pictures of elements that have, in theory, several layers of textures, here is my object. (please click the image to look at it closer)

Another experiment was with the Christmas spirit, I found these decorations that we do not use and tried to reproduce the textures one by one.
This experiment helped me to understand more about how the different layers are used in substance painter, however I had problems finding the combination of height that was adequate for the texture of the blue sphere. In addition, it is necessary to place the correct level of reflection on the fabric.
On top of all this I would need to put a layer of "used", since the head looks too "new".
Week 9
Everything coming together
This week we carried out an exercise in which we combined different programs, we will look part by part aspects in which we have to be very careful.
Maya
Before exporting your model from Maya:
- Delete history
- Cleanup Mesh (looking for Ngons, Triangles, etc)
- Amount of topology
- Freeze Transformations
- Center Pivot
- Naming Conventions (poly groups)
- Un-used polygons (delete)
- Scale (Create -Measure Tools)
- Hypershader (Edit-Delete unused nodes)
- File -Optimized Scene Size
Maya UV mapping:
- If you can't see the poly-face (like is hiding between other polys, you dont need to put it ''big'' in your UV map.
- With your low poly you need to assign a different shader per UV shell and then put all UV's in one UVshell, High poly doesn't need UV mapping.
- Work in subP with the subdivided version, maching the attribute of the editor with the level of subdividing.
Zbrush
- Import object in Subtool as OBJ or FBX
- Check for scale
- You can work with the whole object, but if you want to export separately you have to separate them in Subtool.
- Dynamesh is quite tricky to learn to control, save before doing anything ''dangerous'' and have copies.
Substance Painter
- Open Gl for our normal maps, because is what we using in Maya.
- The resolution is what we see, no what is going to be exported, this is to being able to work without crashing our pc.
- If we have multiple UV's when we import them to maya it would say the number of UV's (like for example, 4).
Marmoset
- Select the bake option and add your high and low poly
- Select bake project-Geometry-Tangent Space- Maya, then Ouput-Format 16 Bits.
- THEN BAKE LIKE A CHEF.
- Make sure Height is selected in Bake->Configure.
Week 10
Looking Good!
Let's imagine that we are finishing the project and now we must concentrate on our presentation.
For our animated presentation we can simply combine a camera with a curve and create a view around the character, something that can be done by following this incredible tutorial by Claudio Ramirez.
However, now comes an interesting challenge...
LIGHTS
Let me be honest for a second, I have a stormy past working with lights in photography. One of my teachers in the past didn't teach us anything in his class and when I got to the advanced class, I had to learn "on the fly" how all the lights worked in the studio in less than a week.
I DO NOT MISS WORKING WITH REAL LIGHTS, especially in my country where it is very hot, 3 lights in a small studio heat up in seconds and we had to have the air conditioning on full blast.
Personally I follow the advice of several incredible career partners, the talented Smokwart who hardly shares his work but believe me when I tell you his advice is gold. And Julito Shoots, who has an incredible art direction, learned a lot by working with him a few years ago.
One of the jobs that we always had to do before entering the photography room was to make a diagram of the location of the lights, which would be your main, secondary, filling light, etc.
While I was never good at these schemes, I have provided a great platform that anyone can practice with for free.
The Online Lighting Diagram Creator.
When I studied my degree, one of the teachers who taught me the basics in lights was "Mau Pin", here I share an entry where he explains the MINIMUM they should know about lights, however it is only available in Spanish. (Unless you translate with google :) )
Jake Garn also does an incredible job explaining how to read, create and use these diagrams for reference, but for practical reasons I will place only one of his examples (original on his blog) using a diagram made by Kevin Kertz.
How you can see lighting a scene not only depends on the amount and type of light, but also on the elements that will interact with the light.
When we incorporate this knowledge in Maya we find that we have a lot of control with only the lights but also blockers, also that the way we configure the lights will have a greater effect on our rendering. Without a doubt, my favorite feature when it comes to lights in Maya is that you can tell the program which elements should be affected by '' which lights ''.
During class this week we went into a couple of exercises related to lighting, these were some of my experiments.
Here we can see three special configurations:
- The incorporation of transparency in the elements such as the lamp (Transmission)
- The '' shadow masks '' that can be added in the light without adding the element, like our light coming from a non-existent window with shutters. (AiGobo - Light with shapes)
- Converting an item such as a textured screen to a light emitter with a color gradient, like our TV.
I don't consider myself particularly good at lighting environments with multiple objects, so I liked the following exercise more since it was focused on a character, using Nika's rig with poses provided by our teacher.
Sad Nika :(
In general I wanted to make an environment of a sad music video type light, or theater exaggerating sadness, there is a subtle element that I love to use in the lighting of my drawings (and applicable for these exercises) is to change the tone of the shadow generated by the light, if you look at it in detail, you can see that Nika has a purple shadow on her clavicles.
However, something that I did not like was how the shadow of the head looked on her legs, I would like to soften the shadow, since for now it seems to me that the shadow is like wet water on her pants.
Angry Nika >:(
Anger is one of my favorite emotions to represent, in many countries it is said that there is nothing more dangerous than an angry Latina. I love studying the movement of the muscles in the face and having the sparkle in the eyes. In addition to adding an extra with the phrase "throwing fire through the mouth". Particularly with the lights, I used a few '' Point Lights'' in areas for her hands and closer to the eyes, also amplify the halo inside the mouth.
I would like to improve even more with a dim lighting behind the head, especially the tip of the hair, since you can't tell where the head ends.
Winter Break
HO HO HO, Grandma and Tank
At this time we officially start the major leagues, the two projects expected for this class, We have a Character Design and a Hard Modelling.
Character Design
If there was something that was clear to me, it was that I wanted to challenge myself with something that I have never done. I like to do many girls with traditional Honduran dresses, with braids and jewelry; but in this project I want to get into the creation of the most adorable thing in the world: a grandmother.
For her we collect MANY references of grannies from different perspectives, portrait photographs, 3D animations, 2D illustrations, in addition to other compilations of specific references of jewelry and traditional clothing. It should be noted that one of the greatest inspirations was the Disney movie Coco, where we can appreciate several designs of grandmothers and that also (for my birthday which was in November) I received as a gift the art book of the film.
EXTRA: on December 24 I was able to enjoy the new Encanto movie, based on a Colombian environment, although each country in Latin America has its own "freshness", we have a lot in common and it was beautiful to see the design of the dresses and the hairstyles, incredible reference for the Latin part.
Experimenting with the character, I was very indecisive between making a granny based on circles (a figure related to being more friendly) or between squares and triangles (for a stronger and more strict figure).
After reviewing the various references, I liked the idea of a strict grandmother, with a lot of makeup, jewelry and tall, one of those grandmothers who love to look their best, maybe the children of the town think she is a witch.
A couple of sketches of the process:
As you can see, the body process was based on a tall and slim lady, lots of jewelry and decorative elements; I was very indecisive with the hair, although the braids are usually my favorites, in this case I opted for a tied hair because 1. I could easily decorate the back of the head. and 2. The braids fought attention with the jewelry of the neck and ears, having the hair collected they are better appreciated and can even be seen in the silhouette.
The costumes are based on dresses from the hottest areas of the country, I wanted my grandmother to have enough confidence to "show skin." This is another reason why I have a catalog of references of grannies in bikini, curiously what has been harder to me the most is to find references from the upper back (I avoid going into the dark part of the internet).
In artistic terms, I have always preferred to work with characters, not machines, not buildings. So finding an element to carry out in this project was quite a challenge. Although my first idea was to work with the Rosalila temple in Copan, as I learned how Zbrush works, I saw that the level of difficulty would be very low (since I could make alpha stamps with the details and it would finish very quickly).
So reviewing my visual references of my favorite games, I came across a classic of classics, the SV-001 tank from Metal Slug, a game full of weapons, zombies, soldiers, powers, and many weird bosses.
While the design of the game was pixelated, there is a lot of art to the creation process with 3D diagrams, in addition to many toys. Being such a popular game, it was no surprise to find that other people have done this modeling before, so it helps me to compare the types of topology, as well as the proportions used. Culturaneogeo and Randohoohaas have a BEAUTIFUL recopilation of the original art book.
What should i do first?
The best thing for me in these cases is to work both projects at the same time, because getting lost in the details could cause me more problems to detect errors.
After having some conversations with the leader of the module and reviewing my class notes, I made this WELL SUMMARIZED concept map of the process to follow with both projects. (click for a better view!)
La Abue goes firts
Since she is a character designed by me, it is best to have a front and side view of her, taking care of proportions. I am still not completely sure in the choice of shoes.
It is very important to emphasize that one of my major references in the construction of my grandmother's body is with the book ''Anatomy For Sculptors'' by Uldis Zarins with Sandis Kondrats, from which you can find a lot of free content on their Artstation account.
Not feeling completely comfortable with Zbrush in the Blocking process (I don't like that I can't have different views at the same time) I did the blocking in Maya.
For the body I am focusing on the parts that will be visible with clothing, in this case the head, shoulders, some of the chest, a bit of the upper back, arms and hands. Hair and jewelry is something that I do not plan to work with Zbrush, but in Maya
For the dress I have been playing a lot with a flat sphere and the clothing dynamics that Zbrush has, in addition to the various brushes that contain clothing effect.
This was the result.
A bigger problem was that when I did the dynamash of the hands, the fingers stuck together. So I decided to create the hand following various tutorials, the one that helped me the most was that of J Hill.
A comparison of before and after. Still needs a lot of work to give her the granny look.
For now what I am creating are a few small variations before presenting it to my supervisor for feedback.
Chibi Tank
For the creation of the tank I had two creative processes, first I created the base of the tank and began to reinforce the edges to keep the shape (especially since some edges are more '' hard ''.
Then, on my first try, I tried to start creating the elements using the base of the tank, however this started to create problems with the topology, especially when I started laying the tubes, as I could not control the thickness of the tube.
At this point I decided that I would take a step back and analyze again how other projects of a similar nature have been worked; One project that caught my attention was that of Joshua C. Hermanto, who explained his process little by little his submission. A very important detail that I began to notice is the combination of elements that are created from the main base of the creature and others that are only "superimposed" such as the eyes.
When superimposing it has the disadvantage that we will have a certain number of polygons that will not be seen in our texture but will occupy space in our UV maps, however we will be able to maintain a more controlled topology.
In our new attempt, several elements have been created from cubes and distributed according to need, others have been created from duplicate polygons of the main tank base.
Last two weeks of the project.
In the last two weeks of the project we got deeper and deeper into polishing all the stages.
Chibi Tank
First of all finishing the creation process in the tank, we concentrated on the elements distributed around the base, many of these elements were symmetrical in distribution so it only turned towards one and then it was reflected.
However, there were two elements that required special processes in their creation: the exhaust pipes and the ''chains''.
Exhaust pipes
This required a similar process found in JL Mussi's channel, where he explains how to create patterns in cylindrical elements. While this helped us immensely in creating the pattern, we had a more difficult time creating the UV maps, as we separated the inside of each circle. For this, we separate the main base of the object and cut the holes one by one, using the cylindrical projection tool.
Chains
During a feedback section, it was recommended to me to use the special duplicate tool combined with a curve for chain distribution, this worked perfectly. For this process, the base with two teeth was first created, UV mapping was applied to this base and teeth, in this way the duplicates would have the same attributes.
Sweep Mesh, I love you
Other of the tools that I used a lot in the creation of the tubes of my tank was the Sweep Mesh, which comes in the new update of Maya 2022, you can see the video of how it works in Maya Learning Channel, but in short it is that you select a curve, press the tool and you can create circular or square tubes, WONDERFUL.
Once all the pieces were created, the very long definitive UVmapping process began, that took me at least a full day. This is because the tank was distributed in 4 UV tails, trying to divide it from the tip to the base.
Transferring this model to substance with its separate UVtales required the following steps:
- We create a backup
- We select each UV tale separately and assign it a different texture, for example lambert, and it's better when we rename it to UDIM_1001, 1002, 1003 and 1004 respectively.
- Then we move the such UVs (with the move tool found in our UVtoolkit -> transform ->move, we will place all the such UVs in the first one.
- We export as FBX to Substance Painter.
In Substance Painter I had a LOT of fun playing around with layer attributes, especially the combination of normals with height and black and white textures. We were advised to work with Fill layers with black mask and adding paint, to have greater control in layer modifications. This worked very well for most of the process, however I also used a few coats of brush to create stencils and then added a black mask to give it a painted effect.
Most of the stencils used are part of the program and were modified according to the number of lines and length. I also wanted to put five stars symbolizing those that appear on the flag of my country Honduras (an extremely military country, you can still see many soldiers around the country) However, I set out to create one in Procreate and then import it, the one I think I made based on my puppy Oscar.
Here is an example of the U1V1 of the tank, where we have Base colour, Emissive, Normals, Height, Roughness and Metalness. However later on we also add AmbientOclussion.
To connect the textures it can be done semi-automatically with the Substance in Maya plugin, otherwise you have to activate it first in windows-> Preferences/settings -> Plug-in Manager and select the Substance ones.
Then we go to the Substance tab (in Maya) and apply Workflow to Maps. Ta-Da! You just need to put the right channels, It will create an aiStandardShader with the textures but may not connect it to the model, instead just select the model and assign an existing texture to it.
Although the textures looked fine in Substances Painter, I still had to do a couple of modifications in Maya, for example the display created by heights was creating a weird effect on the exhaust pipes, so it was disabled.
While the emissive layer was working fine in the end, it wasn't the effect I wanted so I opted to duplicate some parts and add a use as light attribute to them, to have more control over the lighting.
As last modifications, we created a series of lights that will help to illuminate the tank, more than anything directional without shadow effect.
In rendering I was fortunate to be able to render at university where I can use GPU capable equipment by adding an ''imager'' attribute called Lens Effect, which somewhat increases the brightness of the reflections. I really recommend taking a look at Arnold's documentation on this, plus what the system requirements are (not every computer can produce them).
Finally for project reasons, we needed to show Beauty and Wireframe in the final video, so I duplicated the tank and created a couple of render layers to make the process easier, overrithing render attributes and adding a sample in ambientOclussion as an extra.
Please enjoy final version!
Self-criticism
There are many aspects that I would like to fix the tank, listing the main ones:
- A better connection between tubes and the base.
- More details at the bottom.
- More quality in the textures, fix the problem with height maps.
- Specifically: experiment more with texture within canon.
- A couple of errors on the UV map where the textures got a bit distorted.
Abuelita is back!
Continuing the granny's process in Zbrush, we find ourselves with a brush experimentation stage. While many of the artists I follow and reference often use the same brushes for their work; I found multiple packs of brushes that helped me style Granny's skin and dress her up.
- Free ZBRUSH ALPHA PACK HAND SKIN By Renan Assuncao
- Free alpha cloth folds vol.2 By Max Derksen
- Realistic human skin alphas by Rafael Souza
-
Cloth Seam Brushes + 4K Alphas by Muhammad Sohail Anwar
We also encountered the difficulty of creating her shoes, while having a plan B: make the dress longer. But after multiple feedback sessions with the supervisors, the heels were improved to the desired quality point.
At the beginning of this project, it was desired to create the hair using Xgen in Maya, however after experimenting it was concluded that due to time, the hair could not be finished following this method. In any case, a brush pack created by Marthin Agusta Simny was used on a copy of the head, along with a sphere to create the tied-up hair.
Little by little our granny took shape, once she completed the desired details in Zbrush, perform a decimation process. Initially, a series of tips and video tutorials were followed from various sources, including classmates.
However, I soon realized that I really didn't understand the process and I was afraid of making a mistake and losing the details I had worked so hard on. So I did what everyone should do in this case: check out the Zbrush documentation.
In this way, the number of polygons in the model was considerably reduced, taking advantage of the fact that Decimation Master detects masks to protect elements such as the wrinkles on the elbows and face.
In any case, two exports were made, a high poly that would be used later in Marmoset for baking, and a smaller high poly for retopology.
This so my computer wouldn't die trying.
For retopology I worked in the following order:
- Face
- Hands
- Neck
- Shoes
- Rest of the body
- Dress
The hair was extremely difficult to retopoly, so a sphere was combined into the hair for the Live Surface, just being careful to add a larger amount to preserve some of the detail.
Compared to the tank, granny's UV map was considerably easier, however for practical purposes the elements were separated with different shaders each; body, dress and later the jewelry.
Although it is known that the baking can be done in Substance Painter, it was decided to work with Marmoset for the edition of the automatic cage.
Great care was taken little by little editing the part of the face and arms, obtaining a normal and height mapping result, however there were small details to repair in photoshop.
The dress went through a similar process but separately, this because the dress was made by layers that do not touch, something that can be seen in the X-ray view.
In Substance Painter we find ourselves with another challenge: the UVtiles. First, the same procedure as the tank was followed, dividing the useful with different shaders, but this caused a problem with the fill layers in height maps. So the FBX was imported again, this time with all the elements with the same shader.
Although the height map in the body did not have so much problem, in the dress it caused a somewhat exaggerated displacement, even editing it at a lower level, so it was disconnected. Also the only elements that were not textured in Substance Painter was the jewelry, since they wanted to do something simpler made of gold and silver.
The lights were distributed around the body and it was desired to give an air of matriarchal superiority with the angle of the camera.
Final version!
Self-criticism
There are many aspects that I would like to improve with this model and that I will continue to experiment with beyond the assignment:
- The specular of the skin became too reflective, as if his skin was sweaty.
- Combine other attributes to create a better skin texture, like with Sheen.
- Although the model does have SubSurface, find a way to improve it with lights.
- Add even more jewelry, maybe even little details on it.
- Improve or make from scratch with Xgen the hair.
- Much smaller details on the skin, such as moles or BCG vaccine scars.
- Experiment more with height maps, learn to prevent errors.
And this is the end of my adventure within so many programs in relation to 3D modeling and sculpting, however it is not the end of my own learning, soon I will post more experimentation on my social media (like instagram!) :)