Finished the Garthosian Staff for Esper
I found it difficult to bring out the Staff during the render, definitely rendering this can be done better.
Now, back to Chincha, I’ve sliced it in Cura and gon prototype a 3D print.
A terrible mistake I’ve found in this new workflow is the Substance Painter Auto UV Map, I thought it would improve my speed, but I forgot to re-import back to blender, and did all the 3D Print Addon stuff to make it good for 3D print only to find out I worked on the wrong mesh.
The biggest flaw was the triangulated export from Substance Painter, I lost the ability to smoothen nicely.
Now why would I want to texture this in Substance Painter…a 3D Print? Because I want to upload to Shapeways with the Sandstone Material, https://www.shapeways.com/materials/sandstone
I used the PBR texturing in Substance Painter, the trick was to combine all the maps into a single colour map. Which I’ve done by fusing the R-Channel of the Normal map (which is grey map) into the Albedo. I used the Hard Light blend mode to bring out the normal details. Then I used the AO (multiply blend), Roughness (overlay), Metallic (overlay). I didn’t add the height map, but next time I can overlay and decrease the transparency a lot, then do some lighting tweak because all the maps would have lightened the texture too much. This was the result after all that combining.
Screenshot from Blender, with Combined Textures
Substance Painter Render
It is very close, although the texture for the creature was pretty much flat, but the High to Low Poly normal map bake shows very well.