Substance Painter
In this start to finish texturing project within Substance Painter we cover all the techniques you need to texture the robot character.
# 46 28-01-2005 , 04:45 PM
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here you go Dragonhawk

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# 47 28-01-2005 , 09:22 PM
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tried some tweaking on the shoulder....i think i leave the stomach area because it defines the belt well....it is needed.

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# 48 30-01-2005 , 06:17 PM
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Help
I dont know why but the textrue map is displayed wrong....here the images....

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# 49 30-01-2005 , 06:44 PM
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the procedural checker doesn't tend to display as well as a file texture would.

# 50 30-01-2005 , 06:46 PM
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so how can i fix it?? i mean how can i have a clear checker board within maya while unwrapping??

# 51 30-01-2005 , 06:48 PM
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You need to, if your video card is compatable, go to Shading>High Quality Rendering.


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# 52 30-01-2005 , 06:49 PM
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Doesn't work user added image


Last edited by Dragonhawk; 30-01-2005 at 08:09 PM.
# 53 31-01-2005 , 03:05 AM
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I would suggest creating a checker pattern in photoshop (or equivalent) and using that instead.

# 54 31-01-2005 , 06:39 AM
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Look at the attribute editor under the shaders tab and change the "hardware texturing" options to the highest setting. That should keep it from looking so soft around the checkers edges.



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Last edited by mhcannon; 31-01-2005 at 04:33 PM.
# 55 31-01-2005 , 03:59 PM
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yohooo now it works!! i unwrap now

# 56 01-02-2005 , 09:04 PM
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k i reworked the shoulder now it shall be o.k. for animating tho ( no image)
now im on the head unwrapping and i dont know what to do with the signed areas....shall i texture em separately? if so i will have problem with seams ....is it possible to put the whole head in one 2d uv map?? if so how?

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# 57 01-02-2005 , 09:05 PM
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the cap on the top is the main problem..hmm maybe i shall project a planar map from the side???

# 58 01-02-2005 , 09:20 PM
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I wouldn't worry about trying to get it all hooked up into one UV shell. Especially for mechanical objects like this. You can break UV shells where you'd find a natural seam.

# 59 02-02-2005 , 08:37 PM
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k i unwrapped it in a long time...i ve spend 2-3 hours ...way too long!!!

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# 60 02-02-2005 , 08:41 PM
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according to the master chief ...which maps are the most important ones i need to have???

(bump,specular,diffuse,reflectivity)

1. Colour map
2. ????
3. ????
4. ????
5. ????


and plz with reasons what i need to use em for according to my model...

thx in advance

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