Final detailing and render (for now)

The great thing about substance painter is it’s not destructive so when I realised I just wasn’t getting the texel density I wanted and I wasn’t happy with the initial UV layout it’s no big deal to fix if you are clever how you go about it.

Final Renders

I went from a 5x2 averaged UDIM grid to 63 2k UDIM tiles layered out according to core body parts and detail, this not only let me up the detail but actually increased performance in substance painter as I was able to effective use the mesh and UDIM masking tools to exclude what was not needed for each layer.

UDIM Layout in substance painter

UDIM Layout in substance painter

I also noticed I was getting a little light bleed through on some views so I silhouetted it and tweaked / blocked the mesh as required then reloaded back into substance and re-baked all the maps.

silhouette example to check for 3D model gaps in blender

silhouette example to check for 3D model gaps in blender

final result for dashboard, I’m calling this round done, I’ll do a more grungy realistic one when I’ve modelled Kaneda but that’s for another day!

concept GPS for motorcycle

concept GPS for motorcycle

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