Substance Painter
In this start to finish texturing project within Substance Painter we cover all the techniques you need to texture the robot character.
# 16 03-08-2009 , 08:15 PM
elephantinc's Avatar
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There's plenty of not so detailed parts too though XD
Thanks user added image

I wonder what this will be like to rig, never rigged a non organic before

# 17 03-08-2009 , 09:31 PM
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it should be a lot easier, you just need to use the hierarchical method of rigging

just parent all the bits and pieces to the joints and BAM effortless... no need to painting weights




that's a "Ch" pronounced as a "K"

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# 18 03-08-2009 , 10:42 PM
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thanks, I didn't know to do that, that should help alot user added image
I have to say, I would probably have given up with 3D along time ago if it wasnt for you guys

I started on a design for the fighter ship (small light aircraft)
Its made mostly (bar the engines) out of parts from the phanteater, this why the style remains consistent
Still plenty of things to add
user added image
user added image
Shot at 2009-08-03

# 19 04-08-2009 , 09:55 PM
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A shot from a test animation that is rendering now
https://img338.imageshack.us/my.php?i...hanteater2.png

EDIT: Ive mentioned it before but my monitor is lighter than everyone eles IE i couldnt tell the image was too dark, so I swtiched it from 1.8 gamma to 2.2 like the rest of the world and had a go at correcting the image, it still doesnt look as good as it did on 1.8 tho
user added image


Last edited by elephantinc; 04-08-2009 at 10:58 PM.
# 20 05-08-2009 , 08:10 AM
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# 21 06-08-2009 , 03:37 PM
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Disregard this message, it was my lack of rigging knowledge that was the problem


Last edited by elephantinc; 06-08-2009 at 05:46 PM.
# 22 06-08-2009 , 08:25 PM
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Rigging is well under way
user added image

# 23 07-08-2009 , 09:15 AM
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Are you going to add some control to the skeleton?


"No pressure, no diamonds" Thomas Carlyle
# 24 07-08-2009 , 10:30 AM
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Yep, should I use IK handles for the legs?

Two pictures just for fun:
user added imageuser added image


Last edited by elephantinc; 07-08-2009 at 11:07 AM.
# 25 07-08-2009 , 11:56 AM
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Yup, you might need to add some pole vectors in there.


"No pressure, no diamonds" Thomas Carlyle
# 26 07-08-2009 , 12:08 PM
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Ok thanks user added image
Ive started on the control points, done the tail
are there any control points that you think I might need other than the tail and nose (and possibly the toes)

Sorry to be a pain, but how can i reduce the IK handles size (the cross is massive)?

also, what is a master control point? its not mentioned in the tutorial im following. Is it just the control handle for the root?


Last edited by elephantinc; 07-08-2009 at 12:56 PM.
# 27 07-08-2009 , 01:09 PM
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You can change the size of the IK handles under: Display - Animation - IK handle size. The Joint sizing is in that menu set to.

Looking good, look forward to seeing him walking around causing havoc!

# 28 07-08-2009 , 01:51 PM
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Thank you user added image
How do you set up a pole vector? every time I try to create one I get an error

Edit: Which type of IK handle should I be using (and if its IKrp then how do I make the circular bit smaller?)

Edit: got my handles set up, just have the IK problem and the master control problem now
Also added an attribute to the spine to curl and swish it


Last edited by elephantinc; 07-08-2009 at 03:06 PM.
# 29 07-08-2009 , 08:48 PM
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Started on a new mothership
user added imageuser added imageuser added imageuser added image

# 30 09-08-2009 , 03:29 PM
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Im practically done with the rigging now but ive been told that its best to have a blend of IK and FK on the legs, but what does this mean?
Ive also been told not to animate the IK handles directly, but what should I do?

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