Substance Painter
In this start to finish texturing project within Substance Painter we cover all the techniques you need to texture the robot character.
# 1 08-06-2007 , 02:16 PM
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Realistic Character (Some nakedness)

Hi all,
Here's my latest model that I've been working on. The person was modeled in Maya but all the details and clothing where done in Z brush. The new sub tools are awesome to work with and the 3d texturing works really well. I am hoping to add hair and other clothing details in Maya once the texturing is done.

C&C welcome user added image

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# 2 08-06-2007 , 02:16 PM
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Head close up

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# 3 08-06-2007 , 02:18 PM
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Clothing seperated

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# 4 08-06-2007 , 02:19 PM
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Body Close up

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# 5 08-06-2007 , 04:08 PM
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its looking really nice!
the Anatomy is really off though in some places. the stomach, the neck, the head, the hips and thighs. but thats probably just me. ^_^

also, for the hair, make the base in Maya, and then use the rake tool in zbrush!, its such a great tool!

I'm liking the cloth, but apparently she doesn't care about how they bunch up over her hip user added image :p

-Andy


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# 6 08-06-2007 , 08:37 PM
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Hey, I think it looks really good. I think we're just not used to seeing a normal woman instead of a super hot fantasy girl, so our brains won't accept it. lol
I especially like the arms. There is some strange folding in the neck, makes her look real butch.


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Last edited by plaski; 08-06-2007 at 08:40 PM.
# 7 08-06-2007 , 08:53 PM
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Hey Someguy, looking good so far.

One thing that I would suggest is that hte shoulders look high, and as Joopson said the anatomy might need a tweek, thing it thogugh it might match your refs as not everyones anatomy is correct!

did you use the new tool in Z that lets you make a mesh from an exisitn mesh for the clothes?

I need to try that one out, Ive been playing with the Z project brush for transfering details over from on mens to another, another tool that I want to have a crack with is the retopology tool.

did you render out displacement maps for your model, also any chance of some low poly wires?

Cheers

Steve


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# 8 08-06-2007 , 09:52 PM
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Thanks for the comments.
The anatomy is way off in some places now that i look at it. I did most of that at 1:00 at night after working on it for a few hours so its good to get some fresh looks at it.

The clothing was done using the mesh extraction and the deformation tools (Inflate, offset etc.) and the wrinkles where mostly done with the lazy mouse tool, gravity and smoothing it. The tweak brush is great for making things non-symmetrical as well. I was going for a messy look just to make it interesting.


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Last edited by Some Guy; 08-06-2007 at 10:00 PM.
# 9 08-06-2007 , 10:08 PM
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Here are the low poly wires Steve.

For some reason Z-Brush screwed up some of the topology when i exported it but i think i can fix it. Z-Brush has a new tool that lets you transfer one mesh to another without effecting the hires sculpt . I can fix it up in Maya then bring it back into Z with better topology but still keep the work i have done. I'll read up on that and try to figure it out.

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# 10 08-06-2007 , 10:10 PM
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In case anyone is wondering about the polygon count change the hands and feet are taken from a model that i generated in another program.

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# 11 09-06-2007 , 01:02 AM
Acid44
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lookin good man, i have to comment on your avatar too ITS BUDDY JESUS!!!:p

# 12 09-06-2007 , 01:02 AM
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Yeah, i like that pic, i think it's from the movie Dogma but i haven't seen it.

Update.
Ive modified the clothing a bit and tried to fix up the overall muscle shape on the body.

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Last edited by Some Guy; 09-06-2007 at 01:07 AM.
# 13 09-06-2007 , 01:04 AM
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I can still see some problems on the arms but i'm not too concerned atm.
C&C welcome as always user added image

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# 14 09-06-2007 , 01:26 AM
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eww, her shoulderblades are really bad, lol
thats the only thing i notice at this point, haha


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# 15 09-06-2007 , 01:38 AM
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Yeah, i still need to work on that a bit. I'm doing some studying up and should have most of the modeling done by today.


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