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 16-07-2009 , 08:08 PM
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First effort without a tutorial

ok this is just a start, looks like a snake at the moment but it not user added image

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# 2 16-07-2009 , 08:52 PM
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it does look like a snake... what is it?

you could even out the spacing on the polygons. maybe use the slide edge tool.

# 3 16-07-2009 , 09:07 PM
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slight update

getting there.

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# 4 17-07-2009 , 07:40 AM
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Awesome! :bow:


In ICT there are two kinds of people : Technically challenged artists, and artistically challenged technicians.

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# 5 17-07-2009 , 03:52 PM
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Looks good man. Would be cool to see it mirrored over, it would help to see the whole shape.

Are you going to model the entire body?

Also, this looks like a dragon.... my first model I did without a tutorial was a dragon.
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# 6 18-07-2009 , 09:25 PM
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both sides

took off the back dread type tenticles added the tongue.

Yep you guessed it, another dragon and i am not sure if i will do a body or just try and do as much detail as possible with my skills (or lack there of - but getting there) as i can and see how it goes.

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Last edited by deathwish; 22-07-2009 at 07:14 PM.
# 7 20-07-2009 , 12:28 PM
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i like it, very nice user added image

# 8 24-07-2009 , 09:57 PM
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slight change

I havent had time to do a lo unfortunately with work taking my time up, not sure if i like the change either at the moment.

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# 9 24-07-2009 , 10:52 PM
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The teeth are not looking good... Try to change it use some reffs @ google....

Nice work so far !

# 10 25-07-2009 , 09:55 PM
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hmmm

not too sure at the moment, any suggestions guys?

not sure how to completely lower the poly count once imported back from zbrush into maya though poly count is insane.

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Last edited by deathwish; 26-07-2009 at 09:37 AM.
# 11 26-07-2009 , 03:12 PM
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Looks good not sure whats going on with the front of the neck seems a little odd to me. Appart from that looks good.

With regards to polycount you can always create a normal map at its high res lower it down a few devisions and then just apply the normal map onto it in maya. However depending on the purpose of your model then poly count might not be an issue then just do a straight export and dont worry about it.

# 12 28-07-2009 , 08:33 PM
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didnt like the previous one, turning it more into a cross between a dragon and a man at the moment.

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# 13 09-08-2009 , 01:26 PM
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thanks for your comments guys but going to leave this project now as the poly's have got way too high and i think i have screwed it up so starting another - but hey learning where not to screw up. user added image

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