Moving from UVing to Substance Painter was an exciting moment for me because I felt that the UVs were good enough to move onto the next step. Texturing is certainly new for me in this class, but nonetheless fun to see the objects become a little more real and exciting to look at. IDing the objects helped a lot in just slapping on materials, so I did not need to paint the objects. I did run into the issue of not having enough time in really applying a lot of effects into the objects.
Below are the objects in Unity. Not at all how I intended them to be because I ran into the issue of applying the textures to the objects. So the color that the objects have are from the Maya lamberts. Hence, why the crazy looking swords. The issue with the objects that I did attempt applying textures to was that they had just gone black as soon as I applied the textures. As you can see on the cart and the anvil. Those objects do not look like anything that they should be. The reason that there is no correction is because I had run out of time. I had started out well in the beginning for this project than I had gotten behind putting my efforts into my group assignments in other classes. Additionally, I had work with my usual hours but that should not have made any difference.
I am behind on my Uving, so I'll be putting more time into this project this week working on UVing the rest of the objects and then organizing. Additionally I plan to wreck some of the objects to help the Tris a lot. The issues I am running into is setting aside enough time for this project above the rest of my projects. Additionally UVing is daunting so that is another thing that is not putting this above the rest of my projects. So this coming week I plan to switch that around to set aside a certain amount of time to work on this project.
Object list:
The sword, anvil, hammer, and stumps will have a close up so they will receive higher texel density than the rest.
The above images are reference images for my Blacksmith scene. They all use some sort of stone wall and/or floor that has an ideal material to have because it is not wood that could catch on fire. I am trying to go for realistic materials that are also ideal for what a Blacksmith shop would have. Additionally the bottom image has inspired my anvil, bucket, and stump placement near the forge in my scene, because its convenient for the blacksmith to pull something out of the fire and get to working on it. Also the wooden bucket is there to cool it when the blacksmith needs it, instead of walking all the way across the room.
These four above images are my blocked out scene of how I want everything positioned. The red squares are the camera positions that I have thought to be great for how everything is positioned. One from afar and one close to have a nice closeup and additionally a camera position about midway to show the halfway point of the far and close camera.
Goal: create the substances covered in the provided tutorials.
Problems/Solutions: Understanding how the modules connect to each other and going back to ones already created to use again on newly created modules.
Similarities between Alchemist and Designer: Both have the capability of editing textures or creating them.
Differences between Alchemist and Designer: Alchemist is editing a photo taken from the world and Designer is creating your own texture from nothing.
Advantages of both / disadvantages of both: Alchemist is a quicker way of developing a texture in my opinion, but I feel that you have more control using Designer.
Description: Tutiorials on how to use Substance Designer by using just about every option available.
Any problems or design complications and how you solved them: I believe my issue was that the tutorial was a bit dated because of the newer designer is updated so I believe the designer looks a bit different then from the tutorial even though I did my best to follow along with everything the instructor did. So I ended up just sort of making it my own with my own small adjustments.
Description of assignment...
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