Substance Painter
In this start to finish texturing project within Substance Painter we cover all the techniques you need to texture the robot character.
# 91 24-04-2007 , 02:43 PM
arran's Avatar
Registered User
Join Date: Dec 2005
Location: Brooklyn, NY
Posts: 3,708
Cool! that's a really great looking head someguy. user added image the only thing that stands out to me are the polys on his nose - i might not have them come to a point like that - though on the smooth head it doesn't look too bad.

# 92 24-04-2007 , 05:43 PM
Jay's Avatar
Lead Modeler - Framestore
Join Date: Feb 2003
Location: UK
Posts: 6,287
Looks good...

Personally Id lose the tris on the cheek crease area, Its a would-be deforming area, if you are going to do animation. Also for arguements sake I'd also lose the tris on the nose. But thats just me - no tris!

Cheers
Jay

# 93 24-04-2007 , 09:37 PM
Some Guy's Avatar
Subscriber
Join Date: Apr 2005
Location: Wagga Wagga, Australia
Posts: 1,432
Thanks for th advice user added image
I've gotten rid of as many tris i could find. Unfortunatley some 5 sided faces have appeared but they aren't in any major areas.

Attached Thumbnails

"If Less is more then think how much more more would be..."


Winner June 2009 Spaceship Challenge
# 94 19-06-2007 , 08:49 PM
THX1138's Avatar
19 year Veteran
Join Date: Sep 2002
Location: U.S.A.
Posts: 2,140
Add some new splits in these areas, and that should fix your problem, if thats where your concerned about.

Attached Thumbnails
# 95 13-08-2007 , 12:18 PM
Mickeal_alex's Avatar
Registered User
Join Date: Jan 2007
Location: Romania
Posts: 289
Cool head. Here is mine but i don't know if i set up the polys correctly

Attached Thumbnails
# 96 01-10-2007 , 12:19 AM
Jay's Avatar
Lead Modeler - Framestore
Join Date: Feb 2003
Location: UK
Posts: 6,287
Mickeal_alex

Not bad but lots of room for improvement. I would get rid of alot of geometry on the face as it very cramped in there. Also have a look at some of the earlier posts in this thread on edge looping the mesh. The post previous to this is a good example by Some Guy, its a nice mesh to work on.

Its all just practice at the end of the day, keep at it

Jay

# 97 01-10-2007 , 08:21 AM
Mickeal_alex's Avatar
Registered User
Join Date: Jan 2007
Location: Romania
Posts: 289
I know i think i have improved a lot in the threat that i put on in the wip section. It's called Modelling a realistic head. CHeck it out and see if it's correct.

# 98 25-10-2007 , 07:24 AM
Rociru's Avatar
Registered User
Join Date: Oct 2007
Location: In your computer it...HURTZ!
Posts: 9
Wow you guys are really good at Maya.


I am nobody. Nobody is perfect. Therefore I am perfect.
# 99 25-10-2007 , 07:36 AM
gster123's Avatar
Moderator
Join Date: May 2005
Location: Manchester Uk
Posts: 6,300
Thought I would post this in here as I feel it might be some use to people as I think the topologys not too bad.

Cheers

Attached Thumbnails

"No pressure, no diamonds" Thomas Carlyle
# 100 13-11-2007 , 05:30 PM
BennyK's Avatar
Registered User
Join Date: Oct 2007
Location: IL
Posts: 738

# 101 13-11-2007 , 05:54 PM
Jay's Avatar
Lead Modeler - Framestore
Join Date: Feb 2003
Location: UK
Posts: 6,287
3 to 5 loops around the joint areas are usually adequate enough.

thanks for the links


Cheers
Jay

# 102 24-11-2007 , 04:01 PM
Registered User
Join Date: Jan 2007
Location: Edmonton, Alberta
Posts: 153
This is a lowpoly face for a model im using as practice. Im taking a lot of adivice from past threads. It was box modeled. Feel free to tear it apart, thats why its in the topo thread.

Also, is it better to have tri's that follow muscle lines or not have muscle lines and be strict on mesh unity? user added image

Attached Images

Last edited by wokendreams; 24-11-2007 at 04:27 PM.
# 103 11-12-2007 , 07:41 AM
Weyu's Avatar
Registered User
Join Date: Nov 2006
Location: Sweden
Posts: 482
Working on a male head right now, I want to get the topology as perfect as possible so that I can use it in my application to a 3d course.

Edit: And yeeey on my fourhundreth post here. user added image

user added image

# 104 11-12-2007 , 09:46 AM
gster123's Avatar
Moderator
Join Date: May 2005
Location: Manchester Uk
Posts: 6,300
Hi Woken,

I would try to keep it all quads, no tris, that way you can use the edges to define the loops of the face.

Weyu,

I would watch the placements of the poles, try to have them in areas that dont move when animated, the ones that stand out is on the nose, if the mesh is animated then the placements of them could cause funny problems with the mesh.


"No pressure, no diamonds" Thomas Carlyle
# 105 24-12-2007 , 01:37 AM
Weyu's Avatar
Registered User
Join Date: Nov 2006
Location: Sweden
Posts: 482
I guess you're right I see 3(x2) poles that are on inconvenient places right now. I gotta change/remove them and add the ears.

Is there something else that looks off? Sometimes I have hard looking at my own work and find flaws.

Its hard to fit in time between work and friends, gotta be done before april tho. user added image

Posting Rules Forum Rules
You may not post new threads | You may not post replies | You may not post attachments | You may not edit your posts | BB code is On | Smilies are On | [IMG] code is On | HTML code is Off