Substance Painter
In this start to finish texturing project within Substance Painter we cover all the techniques you need to texture the robot character.
# 31 25-08-2008 , 08:20 AM
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Ok
i cant think of much i can do (except sort out a few creases)
so im gonna just add the last detail to the toes then start out uv mapping unless anyone has any suggestions on areas that need work....

# 32 25-08-2008 , 08:21 AM
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# 33 25-08-2008 , 08:24 AM
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# 34 25-08-2008 , 08:25 AM
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# 35 25-08-2008 , 08:26 AM
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# 36 25-08-2008 , 08:30 AM
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# 37 25-08-2008 , 08:33 AM
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# 38 25-08-2008 , 08:33 AM
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# 39 25-08-2008 , 08:53 AM
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why not try something a little more challenging. Like adding some details to the elephant.
Everything I remember seeing that you've done was rather basic. Not much more than basic forms, no really refined details.
If you want to do modeling, try refining and honing your skills.


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# 40 25-08-2008 , 09:01 AM
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I intend to add most of the detail with a bump map......

# 41 25-08-2008 , 09:18 AM
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truth be told, i dont know what to do to make it less simplistic

# 42 25-08-2008 , 09:19 AM
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while I understand and am all for the use of the bump map I think that there is still a lot of "detail" that can be fixed or added on the model.
For example user added image
Look at how the trunk comes off of the face and how it kind of overlaps the mouth.
Also notice how much detail the mouth has, where as on your model it is fairly blocky
The ears seem way to flat, perfectly flat. Like a human ear, and elephants has man thickness variations throughout. I assume you are going to rig/move the ears, otherwise why not add some flimsy-ness to them? Also the feet lack detail. I don't think a bump would do much good for adding such large detail.

user added image

How defined are the leg joints on your model? Because like most animals an elephants legs should not be perfectly straight.

Cheers.


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# 43 25-08-2008 , 09:21 AM
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Originally posted by elephantinc
truth be told, i dont know what to do to make it less simplistic

Variation my friend. Everything looks too perfect, too clean. While texturing can add a lot of variation and the look of detail, unless you know how to get there and can see the final product with the texturing then I find it very hard at times to make things look the way I want. Thats why I think if you try adding some of the flaps and folds of skin, you can broaden your modeling abilities, the speed at which you use your skills and add a wealth of knowledge as to what works and what doesn't. Most of those are things that try as we might, are very hard to learn from others experiences.


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# 44 25-08-2008 , 09:31 AM
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thanks! user added image

I think ill know what ill be doing now....

# 45 25-08-2008 , 09:39 AM
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cheers mate. I know from personal experience, it can be frustrating sometimes. But in the end I've learned, unless your on a deadline, every time maya crashes it is forcing you to re-do work which will speed you up, or it will force you to find a better way to do things. And although Maya doesn't crash so much these days, sometimes it is good to take a fresh approach to a project, or to expand out from the comfort zone.

Anywho, enough rambling. I can't wait to see what you come up with.
user added image


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