I started experimenting with Substance Painter because switching from Sketchup to 3ds Max really spoils an artist in regard to visual detail. It may be because I work in flightsim materials exclusively, but texture resolution in 3ds Max is blurry at best, also 3ds Max does not zoom in as well. One workaround has been to just wait until the model is being tested in the sim, because texture edits and reviewing them in the environment they're intended for has been efficient and practical, however there's never any possibility to manipulate decals, which Substance does well.
So I downloaded a bunch of flight patches and got to work. This is all just fiddle farting around, there's an idea for a rescue scenario that would be similar to the logging grapple from K-Max, but I think I might be able to place it in a fixed location and if that comes to pass, we'll need a Harry Brubaker pilot to retrieve.
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The jacket was almost routine the very first time I ever tried the software, it's very intuitive, but the helmet presented an excellent comparison between software tools.
I found the article on mobile app development from Cogniteq very helpful
https://www.cogniteq.com/mobile-app-development in developing my own projects.
Normally I'd do this all in Photoshop trial and error, however Substance blends decals more smoothly across the rough edged polys. The crescents were applied to the helmet texture, because I was unclear on how to clip them at the transition of the edge piping by using Substance tools, it's second nature to do this in PS. So the crescents are very smooth in the Substance texture image, but jagged on the mesh, whereas the name and squadron arrow were made in PS as decals, then layered onto the mesh directly, so conversely they are jagged in the texture image and smooth on the mesh, more as it should be.
Anywhere a texture splits, like at the arrow or the name can be tedious to work out, because changes in the axis that are perpendicular to the edge of the texture are amplified as the curved surface becomes increasingly parallel to the point of view. The blue field won't as easily show variations in UV mapping. Getting the backwards name correct is just a matter of trial and error, a few passes, but smoothing that arrow down the backside of the helmet would be a nightmare without the Substance tools. Plus it would come out jagged if done in PS.
Kind of a funky William Holden, maybe he needs goggles or something.
Of course we'd also need a dye marker for this rescue scenario, ideally set up as an animated material that kept expanding until it disappeared.
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