Substance Painter
In this start to finish texturing project within Substance Painter we cover all the techniques you need to texture the robot character.
# 1 09-10-2005 , 04:30 AM
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Mr. Happy Fat

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I am in desperate need for a job.

I am willing to give HALF of my salary for two months for anyone who helps me get a full time job, and I do get the job.

Please email me if you know a studio that might hire me, then we will work something out to make sure you get paid 50% of my two month salary if I get a job.

I am in such a desperate need and emailed so many places, and I thought this would be a good idea.

Thanks.
deadblueworm@hotmail.com
AIM:deadblueworm
MSN:deadblueworm

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p.s. you can see the process of this model from HERE
the render was done on default Maya Software Render.. so i get crappy jaggedy shadows...

i'd appreciate it very much if someone can tell me how i can make the shadows look better..


Last edited by bubbleme80; 09-10-2005 at 04:33 AM.
# 2 09-10-2005 , 04:28 PM
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Do a separate shadow pass with softer shadows maybe?

# 3 09-10-2005 , 05:23 PM
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that looks bloody amazing! How have you not got a job is beyond me - try looking at some games agencies all over the world not just movies (if thats all you've looked at)

good luck in your search!

# 4 09-10-2005 , 06:19 PM
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Matt's right, the shadows could use a little softening around the edges.

But you've definetly got the skills! Just keep looking user added image


Liter is French for 'Gimme some ****ing cola before I break vous ****ing lips!"
# 5 09-10-2005 , 06:40 PM
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Have you tried agencies? try www.awn.com they have a job section, quite a broad range.

Best of luck, keep trying


Jay

# 6 09-10-2005 , 07:30 PM
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Originally posted by MattTheMan
Do a separate shadow pass with softer shadows maybe?

Hi, This is question for MattTheMan...

How do i do the separate shadow pass with softer shadows? Could you please explain to me... I would really appreciate it if Matt or anyone can tell me how it is done.

Thanks!

# 7 09-10-2005 , 08:07 PM
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well if u want a job as a character artist, your modeling nd texturing will need to be a lot better.

many thing wrong with this model and textures.

and dont worry abut the shadow pass. i dont know why matt mentioned a shadow pass for a render like this...

# 8 09-10-2005 , 08:44 PM
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Lol, I heared someone else suggest it in a previous post, and thought it might be of use. I have no friggin idea what a shadow pass is!

# 9 10-10-2005 , 05:07 AM
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Originally posted by vladimirjp
well if u want a job as a character artist, your modeling nd texturing will need to be a lot better.

many thing wrong with this model and textures.

and dont worry abut the shadow pass. i dont know why matt mentioned a shadow pass for a render like this...

could you plz tell me what i need to fix? i want to make this good.

# 10 10-10-2005 , 07:53 AM
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I think Vlad is right so I'll answer this as gentle as possible.
I think the model itself as a whole looks a little untidy in its appearance.

Proportion wise, to me it looks way off, starting with the arms, they are too short. The groin area, doesnt join to the testicular region like you have, they (testicles) are almost a separate entity, the tendons for that area reach upwards and toward the crotch area. If the guy is suppose to be fat the arms are too muscular. round them off more the bicep is almost square on the model, the face itself is a little out too. The distance between the top lip and nose is too far apart, if its a caricature fair enough, but it clearly isnt what you're going for. The lower eyelid is too thick, the lower lid has depth but not that thick. The eyes do not look centred to me either on the head, they should be around the halfway mark, give or take a couple of mil. The mouth area needs attention, the jowls are too far forwards andthe mouth looks flat across the front. Also the fat on the hips, round that area more as theres some strange lumpyness going on. His chest would be bulkier too, hed almost have minor breasts wouldnt you say? is the head 5 eyes width across? as the eyes look huge too.

As far as the texturing goes, drop the bump down its too harsh. As for the scarring across the nose get rid of it as it just looks like bad uvs, you want to impress somebody with it not frighten them away. I would do this model as an anatomy study only, not put the scars on it. The bump on the veins in the arm goes inwards, I think bumpy veins should stick out.

I hope this can help you improve this model. Its an honest opinion, no gloss. I understand what you aretrying to do as I do this sort of thing daily, and its a hard thing to get right. We are so used to looking at ourselves, and this is what causes the problem.

Best of luck again
Jay

# 11 10-10-2005 , 01:20 PM
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Thanks!

some of the things you said i would definately fix.

-elongate and round off bicepts
-push in face a little
-lesser distance between top lip and nose
-thinner eyelid
-protrude mid,top of upper lip
-hips rounder
-chest bulkier

as for bump map.. I have a question. I think im doing something wrong.

I have two arms UV's sharing, and when I put the bump map on.. One arm pushes IN the veins, and one arm pushes OUT. But they are using the same texture.

One side recognize the white as "push out" the other arm recognize the white as "push in"......

Does anyone know how to fix this? Thanks.

Thanks for the crit

# 12 10-10-2005 , 01:40 PM
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You will need to flip the uvs on one of the arms, check the normals first making sure they are all facing the right way first before this.

Cheers
Jay

# 13 10-10-2005 , 08:15 PM
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Originally posted by Jay
I think Vlad is right so I'll answer this as gentle as possible.
Jay

hehe. maybe it came out wrong. but oi did not mean to be un-gentle. i meant in positive way.

# 14 06-11-2005 , 09:58 AM
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yay, i got me a job for 55k. fiiiinally

# 15 06-11-2005 , 01:09 PM
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Great! For what, gaem modeling?

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