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Zombie-Mart Final

Zombie-Mart: For All Your Zombie-Apocalypse Needs!   This started as a hard surface / subdiv modelling exercise following Mark Masters' "Modelling an assault rifle in Blender" course from Digital Tutors / Pluralsight. The rifle was modelled following along with the course, but during lighting set-up for a final un-textured render I "knocked" a setting and ended up with a sort of natural vignette.   The scene idea was born from that "happy accident".   The final render has a few problems – but I spent longer than expected on it (as I was using the model to learn Substance Painter), so I had to call "time" on it.   All modelling done in Blender Texturing done in Substance Painter (some procedural textures done in Blender) Materials done in Blender Rendering and Compositing in Blender   (once again done using techniques learned form the CG Cookie team!!)
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  • jimdchst author

    Hi Rex,

    Thank you! (I loved your BB-8 by the way!)

  • That is AWESOME! Well done : )

    Cheers, Rex

  • Hey :) , thanks for the advice and taking the time to write it. Also, thanks for the follow, ill follow you too :). You should check out the community forum and maybe start a Blender sketchbook. I have one here which I use to track my progress and show my work : http://community.cgcookie.com/t/frikkrs-cg-cookie-journey-and-blender-concept-sketchbook/5554
    Also, the community is great for getting help with problems and talking about ideas ect.

    As for SP , I will def check it out soon when I get to the texturing stage of one of my ongoing projects (so I can make the most of the 30 days) I was about to buy SP2 when it first came out but I was a bit scared incase it didn't work too well along side of Belnder.
    Anyway, I look forward to seeing your next project :)

  • HEY - NOT PLANNING TO TEXTURE...
    ALSO, ANY INSIGHTS ON INTERMEDIATE TYPE OF TUTORIALS... THANKS IN ADVANCE DUDE.

  • jimdchst author

    frikkr,

    Thanks for the comments.

    I am no expert with it, but I really enjoyed working with Substance Painter and generally the workflow was very straightforward (although I think I would do things differently next time). You will have to create your own "custom" shader using the Cycles nodes - you can work in SP with a metallic PBR workflow (default) but in the end export Diffuse, Spec, Roughness, Normal and metal mask (scratch / grunge mask) - there are many options for how to export your painted textures from substance depending on how you like to work with textures in Blender.

    And although Blender has its own texture painting tools, they seem somewhat clunky compared to SP.

    I would highly recommend the 30 day demo from Allegorithmic as SP does have some problems - I am suffering from the "black squares" issue which is a known problem, so I just have to save often. Depending on the model / mesh you may also have to do a lot of work with UV unwrapping, especially if using the subsurface modifier as it can stretch the UV and they look bad in SP. But my understanding is that Blender has some of the best UV tools around anyway so not too big an issue.

    However, even with its issues, I bought it after the 30 day trial as I know I am going to continue using it with Blender.

    I have tagged to follow you so if you do give it a try post your work in the gallery. Looking at your sci-fi helmet render I can't wait to see what you can do with Substance Painter and blender together!

  • jimdchst author

    Yeah, I saw your image a few days ago (and gave it a like!) - your versions looks realy good. Are you planning on texturing it or putting it into a scene? I was hoping Pluralsight were going to do a course on texturing it but nothing yet.

  • Very cool and I love the idea for presenting it :)
    May I ask how you find using substance painter along with Blender? I am coinsidering getting it and learning it to help me with my Blender work but Im not sure and it is good to see somebody actually using this workflow.