3D Coat has by far the easiest PBR texturing environment on the market and its easy to learn too. Seamlessly integrated into the modeling envornment, it can work with internal or external imported models. We use both workflows in this series of videos. You will get you up and running in no time.
An introduction to the main differences between painting in voxels and polygon painting and a review of the new Realitic PBR shaders in the voxel room
How to manage the materials. A deeper dive in to the PBR materials in the voxel room as well as some of the idiosyncrasy.
Limitiations of voxel based materials. Advantages of Paint based PBR materials and how to integrate both techniques together. A quick introduction to procedural masks.
Integrating smart materials with stencils. This may seem obvious, but its important to understand because stencils are actually integrated inside the smart material interface. Problems with resolution and polypainting.
How to use curve masks in conjunection with brush alpha channels and stencils. 3 Masking tools at the same time! All this complexity is available in the smart materials. Plus Frozen masks
Layers masks in 3d Coat are kind of non standard but in some ways more powerful than in photoshop. We look at the paint bucket fill tool which also has incredible procedural masking tools integrated and also work with smart materials.
Finally we start looking a how these masking ideas are integrated into smart materials. We create a simple multi-layered material to understand how the system works. We use textures to break up procedural masks.
We spend some time fine tuning the parameters of our material then work on Integrating multiple layers of procedural masks.
We start using a real model and applying voxel PBR materials to it ina firstpass before we move to the paint room with a retopo'd object
Creating materials in Voxels and paint room. Then we import a pre-retopo'd version into paint room to begin the real job of painting a Uvs object with all the bells and whistles
Geometry masking concepts using connective picking and some fast methods to paint the whole model or individual parts of the object and start building our first Smart Material
We continue the development of the first robot smart material including some tricks for using normal maps
First test paint of our new smart material. We experiment with subtractive painting - filling the whole layer then erasing object by object
We add grime and dirt using some of the preset dirt materials included with 3D Coat and do our first test renders. We add a decal
Creating a paint chip material to augment the look of the robot
In this video we add some quick text details to the model
Some test concepts materials for the eyes and a 'carbon fiber' looks for some of the interior moving parts
More editing on the light materials
We export the model and textured to Maya weher we add the illuminated materials for the final look of the rendered model
I have worked in game design, and 3D since 1995. I started my career designing multi-user games using Flash and Director for a big national website then spent 12 years focused on producing animation and VFX for commercials for television. I now teach these topics at university. While I have an M.A. degree from Bournemouth University focused on teaching animation and game skills - really, its all about loving and being fascinated by the process.