Texturing and Creation of HDRI

Last week, I just finished the model of the robot. It is actually not perfect. But I may take time to continue to improve this model in the future. The main task of this week is texturing the model, shooting footage, and images making HDRI images by myself.


For the texturing. I was using Substance painter to finish the work. Firstly is because I have seen some tutorials about Substance painter. Very cool. So I want to learn and understand this software a little bit. The second is because, in addition to the material, I also need some damage effects in the field. Like the image shows. Substance painter can help me accomplish this.

The workflow for the texturing. In the first step is to export the model from Zbrush to Maya as two level versions. This step can help me reduce the burden on my computer. Maintain the effect of high mode in the case of low mode. After we import the model in Substance painter, we need to bake it first. Then I can get a low-level model with a high-level model surface.

Then i can start to paint on it.


For the HDRI. I borrowed a 360 camera from the equipment department to help me finish it. This is a very simple method, compared to SLR cameras and metal balls. There is no need to stitch and cut out pictures. Only a camera and app can help us complete the production.

Here is the image results and the rendering results in Maya.

First version for test

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