Substance Painter
In this start to finish texturing project within Substance Painter we cover all the techniques you need to texture the robot character.
# 61 12-04-2011 , 11:47 AM
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Mate you are fast tweety...thats a good looking gun dude...very nice.


bullet1968

"A Darkness at Sethanon", a book I aspire to model some of the charcters and scenes
# 62 12-04-2011 , 02:05 PM
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Ok here is the redo on the hands - got rid of the gloves - think i did well getting the hands down to 410 polys - bloody hate them and feet - kept some detail in the thumbs as I know there will be movement in them for final images, but not so much in the rest of the fingers, I can always add more if there is.

Think I`m almost done with the base mesh.

8400 poly`s

https://www.ravage3d.com/images/Game/Ada_1_10.jpg



Last edited by tweetytunes; 12-04-2011 at 02:07 PM.
# 63 12-04-2011 , 03:46 PM
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amazin work tweety! love how simple your making it so far. you'd never think theres only 410 polys in the hand. user added image

# 64 12-04-2011 , 07:57 PM
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right took the main parts of the model in to Z Brush, but have a few questions at this point.

1) Is 36 sub tools too much (pockets, belt loops and straps) - should I go and combine the ones that match up with in Maya first ???

2) If I have two objects that I want to work on but they are both the same - eg the boots/shoes should I just take one of them in and then copy it over in maya after.

3) Is it wise to setup the uv`s first before applying the extra details or just do it after.

https://www.ravage3d.com/images/Game/...rush_Start.jpg



Last edited by tweetytunes; 12-04-2011 at 08:02 PM.
# 65 12-04-2011 , 08:47 PM
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Hi tweeny Im no zbrush expert but will try and help
1.I would say 36 was a little high, things like pocket would have been better made in zbrush because as you make creases in the trousers you will have to change subtools to move them.
2.If you import them into zbrush as a pair symetry will still work on them
3.Do all your modelling first in the high levels then drop down to your lowest level then create UVs. you will need to combine(group) you model at some point to get all your UVs onto one map, use subtool master to do that.
Hope this make sence.........dave




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# 66 12-04-2011 , 09:51 PM
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more tools is more control, plus you can bake stuff out on a normal map en combine the maps ( so that small stuff can be pasted in a bigger map).
You have to create human readable uv's then however ( you need to be able to recognise the small stuff which don't require their own maps

# 67 13-04-2011 , 01:36 PM
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Yeah Mastone is right, more tools more control. Though I would lose the front pockets on the trousers and just do a sculpt

Jay

# 68 13-04-2011 , 09:45 PM
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Well the whole job thing stressed me out abit so going 2 go see me family till sun back in sunny wales. Give u all time too catch up hehe. So no updates till then. health b4 maya and all that.


# 69 13-04-2011 , 10:55 PM
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health b4 maya and all that.

Indeed! Take it easy, man. We'll still be here when you get back user added image

# 70 22-04-2011 , 10:15 PM
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Finally got my PC to my mums so getting to on my entry with the few days that are left - this break was a lot longer than planned. Man I have missed this lovly PC as my old one (now my mums) is rubbish.


# 71 23-04-2011 , 05:27 PM
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# 72 23-04-2011 , 11:10 PM
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# 73 24-04-2011 , 06:39 AM
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Wow love the texture work

# 74 24-04-2011 , 07:40 AM
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This looks really good! I can't wait to see the final entry! I especially like the hair. The way you did it give it the same feel as the way the original games do.


~To create a new world through the imagination
# 75 24-04-2011 , 03:26 PM
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