Substance Painter Integration New powerful tool incorporated into the production pipeline

I am excited to announce a new 3D service solution available at RENAY.CO.UK. Slipping nicely into my production pipeline I can now offer additional levels of realism to models and environments with the absolutely brilliant Substance Painter and Substance Designer. Up until now I would rely on the also powerful Polypaint in Zbrush to add textural detailing which whilst great isn’t always appropriate for certain models as not all models need to go into zBrush. Adding Substance Painter integration creates a far more efficient process to the production pipeline, streamlining my output of scenes for clients work.

What I expect to be using Substance Painter for?

Wear and tear and ageing effects

As per the example I’ve created, dust and dirt or an easy process. Utilising the various baked channels in Substance Painter the control over where dirt appears and its density is a simple process based on building up layers and making procedural changes until the desired look is achieved.

Lo-res PBR Content for Augmented Reality (AR)

Expect to see some examples of this type of content in some upcoming trials and tests. Realistic physical based rendering (PBR) textures applied to lo-resolution meshes that can be added to the real world through Augmented reality apps. With direct support between Substance Painter and Unity Im looking forward to seeing how these two applications will open up another host of possibilities.

Hi Resolution models with added detailing for advertising and product visualisation

The possibilities are endless it seems. As long as I am able to unwrap a model and layout the UV’s any level of detail is achievable. From embossing, scratches  blemishes and torn edges or corner wear.

I am pretty excited to see what can be done, the problem will be deciding where to start!