Patreon Tutorial #47 - NES Game Product Render - Part 5-7 *Available Sept 4th (Patreon)
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Hey guys! We will finally be moving further along into the fun stages of this project. Now that everything is UV'd and ready, we can move on to making some circuit board masks and using Substance Painter to begin adding material surface imperfections and details. While I like keeping things mostly procedural using Redshift's native nodes only, in this project we will be touching Substance Painter a bit to quickly bash together some variation to our assets.
This stage is one of my favorites in the entire process because of the "fun" factor and freedom it brings. You can relax and get busy painting the assets one by one. I will be showing you how to export our UV Islands as a flat image from RizomUV to use with Photoshop to build our text and circuit board masks. After that, I will go over how we can import these masks into Substance Painter and put them all together with the native Substance Painter Tools. Substance Painter is a feature-rich and powerful application with tons of possibilities, but I will be going over the basics, along with the tools and options I stick to the vast majority of the time I am using Substance Painter.
Things are now beginning to come together for our project, once everything has been processed using Substance Painter we will be able to move back into Houdini and Redshift and begin preparing for the final stages of our shot. Thanks again guys for all the support on Patreon, have a wonderful day!
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