The festival of colors - Texturing entry
Through my texturing, I will tell the story of an industrial robot who is exposed to the eastern festival of Holi. I plan on using substance painter, substance designer for texturing and arnold and maya for lighting and rendering.
Update - 10 Apr 2023
The words "Bura Na Mano, Holi Hain" ('Holi Hain' is the text written in Hindi) is a friendly saying that means 'Don't feel bad, it's Holi.' It is used after throwing color at unsuspecting bystanders during the festival. I thought it would be nice to have something like that in my backgrounds, to enforce my story.
Following are the before/after renders of RigB, similar to how people take before/after pictures of themselves when they play Holi.
I put them in the style of a mechanical brochure, after receiving the feedback that I need to give the brand new robot a 'barbie in a box' feel.
I started out by gathering and studying references of people playing Holi along with how the powder reacts to different types of surfaces. I also gathered references from love, death and robots to texture the model initially.
For texturing my model, I used substance painter and substance designer. For lighting and rendering, I used Arnold because I was most familiar with its shaders. I’ve tried my best to keep posting my WIP updates showing my process throughout this project.
I did the texturing work on my laptop with 1080p resolution texture maps. I faced many issues while working on 2k or 4k textures on the laptop, because of the UDIMs workflow combined with a low spec pc. Later, I copied the files to a higher end workstation and converted the textures to 4k along with rendering the final outputs.
Lastly, I rendered the final outputs as multi layer .exr files and did some simple color grading and compositing in Photoshop.
Textures of RigB out of the box:
Textures of RigB after it plays Holi:
People color each other during the festival of Holi as a way of expressing joy, love, and camaraderie. The tradition of playing with colors during Holi is believed to have originated from the story of Lord Krishna, who used to play Holi with his friends in his village of Vrindavan. The celebration involved throwing colored water and powder at each other, singing, dancing, and feasting.
Overall, I am happy with the final output. The idea of having a new, futuristic industrial robot paired with the traditional cultural festival of Holi was something that had never been done before, and I thought that it would make for a cool entry. Hope you liked it!
Credit attributions and tools used:
RigB model by Jonathan Reilly
Rigging and posing for main renders by Mike Waterworth
Lens flare fx by ydlabs on Freepik
Background smoke by Action VFX free assets
Smoke brushes by Imad Awan used in backgrounds
Adobe Substance 3D assets and software used in texturing process
Autodesk Maya and Arnold used in lighting and rendering
Adobe Photoshop used in compositing and presentation
My friends, seniors and the judges for their awesome feedback and critique
The rookies and Autodesk for this opportunity
And with this I conclude my texturing entry for RigB. Do feel free to check out my WIP and process below. Thank you for checking my entry out!
My Artstation portfolio: https://www.artstation.com/aryankulkarni
My LinkedIn profile: https://www.linkedin.com/in/aryan-kulkarni-ba9a06162/
Update - 30 Mar 2023
People color each other during the festival of Holi as a way of expressing joy, love, and camaraderie. The tradition of playing with colors during Holi is believed to have originated from the story of Lord Krishna, who used to play Holi with his friends in his village of Vrindavan. The celebration involved throwing colored water and powder at each other, singing, dancing, and feasting.
Following are the before/after renders of RigB, similar to how people take before/after pictures of themselves when they play Holi.
I started out by gathering and studying references of people playing holi along with how the powder reacts to different types of surfaces. I also gathered references from love, death and robots to texture the model initially.
For texturing my model, I used substance painter and substance designer. For lighting and rendering, I used Arnold because I was most familiar with its shaders. I’ve tried my best to keep posting my WIP updates showing my process throughout this project.
I did the texturing work on my laptop with 1080p resolution texture maps. I faced many issues while working on 2k or 4k textures on the laptop, because of the UDIMs workflow combined with a low spec pc. Later, I copied the files to a higher end workstation and converted the textures to 4k along with rendering the final outputs.
Lastly, I rendered the final outputs as multi layer exr files and did some simple color grading and compositing in Photoshop.
I am happy with the final output, I hope you liked it too. I would like to thank my classmates who gave me really good critique, feedback and encouragement along the way.
And with this I conclude my texturing entry for RigB. Do feel free to check out my WIP and process below. Thank you for checking my entry out!
My Artstation portfolio: https://www.artstation.com/aryankulkarni
My LinkedIn profile: https://www.linkedin.com/in/aryan-kulkarni-ba9a06162/
Update - 15 Mar 2023
After doing a lot of experimentation with generators, paint, filters, warping masks, and dynamic brushes and particle brushes, I got the following result.
I still need to make improvements to the textures, but it's mostly where I want it to be. I have to thank all my friends for their valuable feedback and critique in this project, it wouldn't have been this good without them.
I also setup my camera angles with lighting for the final renders in Maya.
Update - 3 Mar 2023
I did some rough experimentation with the colors. I like how it looks, although I am planning on redoing it with more of an artistic perspective next.
I also need to tweak a lot of the parameters in the material before it looks completely finished.
As you can see, although it needs much more work I am on the right track.
Update - 25 Feb 2023
In the past month, I've been exploring ways to create brushes, generators and materials in substance designer that will suit the needs of my project. I've managed to create some tools that will help me in texturing RigB further.
Creating my own resources was definitely better than using presets or using online resources. I was able to stick with my festival of colors theme with the materials, and also expose the specific parameters which would be useful in texturing RigB.
Materials:
Brushes and textures:
Update - 4 Feb 2023
I set up a basic scene in maya with some lights, and set up the shaders. I used one of the poses given in the template, and did a test render of a square 2k image.
Update - 31 Jan 2023
I've finished creating a base for my color splatters and details. I applied a single Arnold standard surface material to all of the meshes, and another one to all the objects that will have transmission properties for an easy UDIM workflow in substance painter.
Following are some Iray renders from substance painter:
I now plan on doing the lighting and render setup in maya (arnold) using the given poses. Then I plan on building procedural materials and generators in substance designer and painter to add in color details.
Update - 15 Jan 2023
In my entry, I have chosen to tell the story of an industrial robot being exposed to the festival of colors through texturing. I plan on using substance painter and designer for the texturing, and Arnold for rendering.
These are the references I have gathered to start off my project:
I plan to fully texture the base textures of the robot in one painter file, then export those textures to another painter file where I will work on the color splatter. This will be more efficient as all of the base normal details will be baked into one map and the splatter generators will work with all the base details.
The base will have neutral, industrial color tones while the color splatter will have vibrant colorful textures.
I am also working with 1k textures as of now, but when exporting and rendering I will use 4k textures. These are the WIP substance painter screenshots:
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