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 10-05-2007 , 09:40 AM
JosiahBrooks's Avatar
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WoW character - texture/model project

hey guys!

my current project as a maya noobie, is making a character based on the world of warcraft models. i like them simply because they are not very detailed model wise but the textures are really well done.

im attempting to make a simple model of a dude, and texture it to make it look awesome. Im a beginner so i you notice anything or have any helpful advice or tuts you know i would be really grateful.

here is the model. i plan to texture with bodypaint.
user added image

ok.... to texture map....

i dont really know how to START mapping, hehe....

how do i make it so everything i PAINT on one side will duplicate to the other side?

# 2 10-05-2007 , 03:50 PM
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I'm not a texture expert, but i think you should make the left and right -side a little bit different not exact copies.
If you really want to mirror it there should be a mirror brush option somewhere in maya it is by pressing u this will get a hotbox tab and you could select it.
You can also open the toolbox window in which every parameter is listed.

so good luck with your painting endeavoursuser added image

# 3 10-05-2007 , 07:39 PM
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uum, ok heres a doosie:

what are bump maps, diffuse maps and specular maps, what are they for, and how do i make / use them??

# 4 11-05-2007 , 04:57 AM
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Well the difference between your and their work is that you are doing a high poly model.

And I dont really know what you are aiming at here, do you want to create a character looking like the wow chars or do you want to create them like they do?

An example of a wow wire

user added image

# 5 11-05-2007 , 10:17 AM
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i know thiers is low poly and mine is very high. the project is TEXTURE based, to see that if textures make thier low poly models really great, then i want to see how much i can improve my model with good texturing...

anyone know a good way to UV map, or can point me to a tut??

# 6 17-05-2007 , 04:43 PM
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This might have been answered earlier in the thread, but anyways.
Bumps maps *the only thing that I know from that list* are what makes something . . . heh . . . bumpy.
heres an example. just a grey lambert with a bump map *fractal*

EDIT**: You make bump maps just like ordinary textures.
*sigh*
Ordinary tetures are complicated too, though. So... in case your not completely certain, this is what I know.
you can make blinns, lamberts, and all those. layered textures allow you to combine the above. Each seperate thing can have fractals, waves blah blah of different colours.
I have to go now, but later on Ill keep going
bye,
Chris

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Last edited by bobalie; 17-05-2007 at 04:47 PM.
# 7 17-05-2007 , 10:36 PM
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Good thing to know about bump maps are that White=value1 and Black=value0, so white points out and black are plain. Gray ofcourse got the value0.1-0.9 depending on how bright/dark it is.

# 8 18-05-2007 , 05:18 AM
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exactly
thanks, I was sort of rushed when I was writing the above statements, but yeah, thats exactly how it works

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