The VR Bot: VR Sculpting in Medium and Texturing in Substance Painter

Steve Talkowski talked with the Substance team about his The VR Bot project and discussed the production pipeline using Medium by Adobe, Substance Painter, and Dimension. 

An industry veteran Steve Talkowski joined the Substance team and demonstrated his workflow in Adobe and Substance tools while discussing the creation process of The VR Bot using Medium, Substance Painter, and Dimension. 
The article covers each step of the production in detail as well as includes Steve’s thoughts on the advantages of the software and how it compliments his general workflow. Here are some insights into it:

Sculpting Process in VR using Medium


Here, Steve gave a piece of advice that might be useful for those who want to try it out:
"You really have to break up your parts, and manage your layers. I always have my layer stack present when I’m working, so I can easily pick at different sections."

Texturing in Substance Painter 

Steve highlights the freedom and effortless the tool gives to artists: “With VR Bot, I applied a few smart materials as my base, followed by custom fill layers and lots of hand painting and tweaks to the character’s texture. This approach enabled me to build up my layers to a point where the character started to exhibit a more natural and worn believability.”

Rendering

For the last step, Steve combined Substance Painter and Dimension: 
“Painter’s Iray renders are gorgeous, and I’m able to quickly add real-time effects, such as adjusting the depth of field, cranking the exposure a little, or adding a lookup table, which allows me to iterate at a very fast pace. Conversely, Dimension has the ability to add custom lights, and this can help to make the final render a little richer.”

To find out more details and a comparison of the rendering process between Substance Painter and Dimension, check out the interview on Magazine by Substance. 

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