Fallout 4 Radio: Making off!

Hi everyone!

After Halloween contest madness, needed to recuperate, so I decided to
dabble in substance painter. Basically, this is my first Substance
painter artwork, so be supportive lol. I always loved post-apocalyptic
games and assets, especially Fallout 3 style art. This is my version of
Fallout style radio!

So, here are some pictures, how it all came together. Nothing too technical, just WIP pictures in workflow order.
Step One: High Poly

Step two: Modeling low poly mesh, using high poly as base.


Step Three: Uv mapping and testing out normal map baking and AO. In this stage, I usualy unwrap every part seperatly and than bake normal map/AO to each part. This way, you can fix all bugs and tune everything just the way you want, without changing UV layout.

With baked maps:

SUPER IMPORTANT FOR SUBSTANCE PAINTER: MATERIAL ID IS A MUST HAVE, TO TEXTURE WITHOUT PROBLEMS. JUST SET UP ID’s BY MATERIALS. RUBBER PARTS WITH RUBBER, METAL WITH METAL. For my radio, I had 4 material ID’s. Hevy metal, rubber, steel, Display. Substance painter tutorial about material ID: Here1

Step Four: After all maps are baked and all bugs are fixed lol. Texturing can begin. This time I decided to texture radio in Substance painter. I have tried it a lot of times, but somehow, bailed out. This time I wanted to finish something too lol.

I start by adding base material, just think logical, from what material is it made and you should be fine at this step. I made my own smart material in substance for this job. You can find all substance tutorials here: Substance Channel

After base material is in, I try some colors. At first I wanted to make it red, but blueish green looked kinda better. I used default color smart material : Machinery. Just changed color from yellow to blue and added some extra dust and shine to it. Looked like this.

I added default rubber material for rubber ID and steel material for steel ID. Did some tweaks and added extra dust/dirt layers.

Step five: Basically, after assigning materials and updating them, you are all done in substance (at least it’s how I do my models). Now lets move to Photoshop and add some detail to texture. In PS I added small things like: decals, text, speaker texture and layers with scratches. All of this was done on basic color map.

Basically, step five is an trial and error step. Just keep adding detail in texture, till it seems good. Don’t forget to add all of those extra details to normal map too. I use Xnormal plugin for PS. This is how normal map looks after substance bage and with extra details that I added in PS on my own.

After all this, we are all set to go and can test it out in sketchfab! Hope this mini workflow post helps someone! Enjoy!

2015 Sketchfab Halloween Contest

Low poly halloween scene

I decided to enter the 2015 Halloween contest, hosted by Sketchfab.

When I decided that I will participate, I instantly knew, what I wanted to make. Basically, no default things like: adams family house, skeletons and so on. I went 180* on the whole contest and made robot, with slight twist lol. Unfortunately I did not win, however I made an awesome low poly, hand painted scene for portfolio. In the end, it’s all about being active.

Good news, my model was featured in IA Magazine roundup.