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 10-03-2003 , 08:46 PM
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thanks for the ideas on the solution to the bolts moving - I had totally forgot to combine them to the torso - DOH!!!

Have done that now - just re-rigging it - might have a bit more of an anim later - again nowt flash just a little test.


I am enjoying this competition so much - thanks to the guys who run the comps/site - very motivating (OK, OK enuff of the kiss ass - heheh user added image )


cheers

Rich
# 62 10-03-2003 , 09:14 PM
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ello again

is there anyway of removing one item from a bind??


cheers

Rich
# 63 11-03-2003 , 02:07 AM
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here is a little playblast - just messing around with the bind - man this animation is damn hard - I am finding it v difficult to do anything user added image(


cheers

Rich
# 64 11-03-2003 , 02:12 AM
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Haha, thats cool man!


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# 65 11-03-2003 , 02:24 AM
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Hey, lol.. he waved at me user added image. Its really cool, just i personally think a robot like that should have his back arched a bit foreward and you should make his walk cycle slower, with a bend in the knees like he has a ton of weight to support on each step user added image. Once again, im not a animator.. so i dont know how hard that would be, just a thought though. I love the robot though user added image.


"I should call you sugar maple tree cause i'd totally tap that" haha

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# 66 11-03-2003 , 11:23 PM
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Right this is more or less the final model/texturing - I am going to try and degrade the brownie colour to look a bit older, but as for the chrome and the black (space age materials that don't degrade user added image ) they will stay as is.

I have put a green point light just infront of the head to imitate the glow from the eyes onto the rest of the torso, head etc - does it look ok??

any C & C


cheers

Rich
# 67 11-03-2003 , 11:46 PM
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diff angle


cheers

Rich
# 68 12-03-2003 , 10:57 PM
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ello,

being trying to create a run cycle for an anim I am thinking of.

here's what I have so far


cheers

Rich
# 69 13-03-2003 , 09:09 AM
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here's a rendered view of the latest run cycle (doesn't look as good as it did before rendering user added image( )


cheers

Rich
# 70 18-03-2003 , 06:16 AM
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Im getting erros from the zip. Its screwed up. But i love what you have going, so hurry up. user added image


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# 71 19-03-2003 , 08:49 AM
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For the eyes instead of using a point light creat a material for them a PhongE with some incandescence about .2 and then under the special effects attribute give it some glow about .25 +/- whatever gives you what you want. This is what I used for my Gundams eyes. Hope this helps.


May the force be with you...always!
A Jedi shall not know anger nor hatred nor Love
The only way to live a good life is to act upon your emotions
A warrior is reborn when he has something to protect
# 72 19-03-2003 , 08:56 AM
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This is what it'll look like! Hope you don't mind me post a pic of my stuff here! user added image Again hope this helps!


May the force be with you...always!
A Jedi shall not know anger nor hatred nor Love
The only way to live a good life is to act upon your emotions
A warrior is reborn when he has something to protect
# 73 19-03-2003 , 11:11 AM
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cheers wicket, not a problem you posting pics of your stuff.

I will certainly do that - looks good. does it light the areas around the head?


cheers

Rich
# 74 19-03-2003 , 08:44 PM
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I'm getting errors from the rendered cycle as well. Comments on the playblast:

a run usually differentiates it'sself from a walk in that both feet are off the ground. Try giving him a little more air time.


Check out the subsurfacescattering on my tongue...

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# 75 19-03-2003 , 10:14 PM
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yeah I don't know what is wong with the zip - some say it is ok - others not user added image

Cheers for the thing on the run cycle - I will try to add some more air time


cheers

Rich
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