[Kotey Annan] How to model, texture and render a cheeseburger - Part 13/22
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📃 Оригинальное описание:
In this 13th lesson I paint the diffuse/albedo map for the top bun of this cheeseburger asset in Zbrush and Substance Painter.
COURSE PLAYLIST
Latest Lesson Link (
Course Playlist (Link: )
Part 1: Course overview & reference study
Part 2: Maya Scene Preparation
Part 3: Blocking out silhouette and primary forms
Part 4: Continuing silhouette and primary form block-out (
Part 5: Finishing primary forms blockout (
Part 6: Finalizing, merging and polishing top bun (
Part 7: Finalizing top patty (
Part 8: Finalizing top cheese, sauce and cucumbers (
Part 9: Fleshing out the detail of the bottom half (
Part 10: Merging for cohesion and creating fluid meshes (
Part 11: Testing fluid meshes and retopologizing entire asset (
Part 12: UVing, baking Maps and material setup (
Part 13: Painting base color for the top bun (
Part 14: Painting subsurface for the burger
Part 15: Painting transmission for fluid meshes, cucumbers and onions
Part 16: Painting roughness for the burger
Part 17: Exporting finished maps & assembling the materials in Maya
Part 18: Assembling final render in Blender 4
Part 19: Assembling final render in Unreal Engine 5
Part 20: Bonus: simulating fluids with Bifrost in Maya
CHAPTERS
Intro and changes from last lesson
Discussing workflow options for painting in substance
Exporting bun to Maya for Substance painter prep work
Painting a multicolor base in Zbrush
Preparing the zbrush export for Substance Painter in Maya
Importing top bun model and its painted multicolor base into substance painter
Going back to zbrush for higher subdivision levels and some base paint changes
Preparing substance painter for diffuse map painting and creating a painting palette in photoshop from reference images
Blotting out multicolor base by painting big abstract shapes over it
Using mask to isolate painting to certain polygons
Overlaying Ambient occlusion centric color data
Painting in the main color information for the top shell
Painting the burnt singe that transitions the shell/crust into the crumbs
Painting burnt parts of crumb mesh
Painting flakes on top shell
Modifying previously selected color swatches of top shell and burnt edges
Back to fine tuning and painting more flakes
Overlaying some tone to blend flakes into top shell better and to add more visual interest
Adding a darker core to the singed edges
Adding some more micro sized flakes to the shell
Closing thoughts and next lesson summary
Polyhaven HDRIs
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Studio small 08 by Sergej Majboroda
Brown Photostudio 02 by Sergej Majboroda
Christmas Photo Studio 03 by Sergej Majboroda
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