Fallout Radio: MAKING OF

(Electrocactus) #1

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: Here

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!

Fallout 4 Radio by Kaspars Pavlovskis on Sketchfab

(Bart) #2

Wow, thanks for sharing such a nice writeup of your process!

(Dark Minaz) #3

nice little "mini tutorial"
i'm currently doing something similar,well without the lowpoly step since i am not planing on using it in a game or anything.

Never heard of Xnormal, but couldn't you do that in substance painter itself?
I just started looking at it but it had a normal map layer that you can edit.

But it looks nice, makes me almost sad that something so nice would just be in the corner of a house in fallout and you'd probably not even look at it.

p.s. "that i didn't know what to "write" not whrite. Mr. electrocactus Co. Ltd :smile:

(Electrocactus) #4


Xnormal is basically a plugin, that allows you to bake all kinds of maps: normal, AO, hight and so on. And it has a plugin for PS, you can convert any 2d texture into normal map, in PS. I recommend it, I use it all the time.

And yes, you can do all your normal mapping in substance painter, but I kinda don't like the 2d drawing in there. PS is much faster for me.

Hehe, yep, in such a big game like Fallout, with 100000000 assets, radio will probably be on the low end of quality still, for fanart, everything needs to be awesome, even box and barrel lol :smiley:

Thanks, I corrected it, English is not my native language, these things happen from time to time :smiley:
Will correct it when I get home :smile:

(Dark Minaz) #5

Yeah, don't get me wrong, i think they need to be perfect, i just thing it's sad that so many cool objects get overlooked in a wast wasteland. Just the amount of little things i found in Gta/just cause, where you had to go to the end of the world just to see them.

Ill try that xnormal plugin out when i am done with modeling in 2-10 days depending on free time.
English isn't my native language neither, but i love little typo details and tend to read them, even if most of the time it's "stop reading this text duh" :smiley:

Fallout 4 style assets: Making Of
(Electrocactus) #6

Yeah, agreed, I usually play games like this: walk around with maximum zoom and check out all assets/textures and models in general :smiley:

Try it, it's really cool and user friendly. If you have any questions, PM :wink:

(Zugzug) #7

Great job man! :ok_hand:

(Electrocactus) #8


Fixed the small spelling mistake! :))

(Nataliak) #9

That's really cool! Hope you're out playing Fallout4 now :wink:

I featured your model on our Twitter: https://twitter.com/Sketchfab/status/664167811820843008


(Electrocactus) #10

Ha, I will probably buy the CD in end of the week and slip into long no-life/gamer mode :smiley:

Thanks, I appreciate it !

P.S New fallout 4 style project is baking as we speak! Will be doing similar (Making of) post to this!

(Bart) #11

Cool! I'm looking forward to your new work. @rawrsoft - keep an eye on this too :slight_smile:

(Bart) #12

I've moved this thread to the WIP forum.

(Sardacxis) #13

Wow this is amazing. So cool to see the process. Fallout is an amazing world.

(Sensationalgames) #14

yeah substance painter is fantastic for texturing!

(Electrocactus) #15

Thanks man!

You can check out my other WIP post, if you are interested: Fallout 4 Gas Pump

(Simon Kratz) #16

This is a really nice insight on the Substance Painter workflow, thanks for writing it up! :smiley:
Are you using Substance Designer as well?

(Electrocactus) #17


No I'm not, however, I would like to try it out some time.
If you like this, you can check out my latest WIP post: https://forum.sketchfab.com/t/wip-fallout-3-weapon-ripper-remake/7104/14