Substance Painter
In this start to finish texturing project within Substance Painter we cover all the techniques you need to texture the robot character.
# 16 30-05-2009 , 05:17 PM
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Hey mate. The proportions look much better! Here are some more suggestions.

I would also stay away from drawn references. They're great for getting an idea of a character, but when using them as modeling references, it's tricky, as you have to imagine the shape; while with a photo, the shadows and highlights give that information.

If you need some references, you can find some here.

user added image

Keep going! It looks great!


Imagination is more important than knowledge.

Last edited by NextDesign; 30-05-2009 at 05:24 PM.
# 17 30-05-2009 , 05:46 PM
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wow, that will really help! thanks! user added image
at the moment I dont think i have the resolution to do things like the tendons
how should I go about making the ears?

# 18 30-05-2009 , 07:21 PM
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Imagination is more important than knowledge.
# 19 30-05-2009 , 08:19 PM
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I intend to create the ears at separate geometry and not attach them till almost the very end
I spent a while fixing technical problems with this so I forgot what ive changed and what I havent so please let me know what ive forgotten
next ill add the tendons in the neck

thanks for the tutorials, they should really help
as you can probably tell from the background im having 'issues' with my reference images

edit: looking at it now looks like I havent really moved the cheek bone up

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# 20 30-05-2009 , 08:20 PM
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3/4

edit: looking at this one the brow still needs smoothing a little and where the nostril meets the face needs work

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# 21 30-05-2009 , 08:39 PM
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not too sure how defined to make the jugular
from the front you cant really see it but from others its really sharp

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# 22 30-05-2009 , 08:43 PM
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# 23 30-05-2009 , 08:52 PM
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hey elephantic - this is definitely looking a lot better - but you should post a wireframe - it looks like you have a lot of pinching.

# 24 30-05-2009 , 09:19 PM
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thanks, heres a wire

when I get to them should I make eye lashes separate geometry?

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Last edited by elephantinc; 30-05-2009 at 09:22 PM.
# 25 30-05-2009 , 09:29 PM
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ok - first i would definitely lose some of the wires around the eyes and mouth - you don't need them - i would also lose some in the cheek / nose / forehead area - just use collapse. try to get the edge flow working a bit better in the cheek and forehead areas. look up the topology thread on this site and try to look up examples of good edge flow - you'll see that a lot of good finished head models have less polys than you already have.

overall tho this is a really good first attempt - your picking up on a lot of things that people usually miss like the position of the mouth / eyes.

keep at it. user added image

# 26 30-05-2009 , 09:52 PM
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# 27 30-05-2009 , 09:55 PM
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not really - it's just a case of using the collapse tool and split polygon tool to redirect the edge flow.

# 28 30-05-2009 , 10:17 PM
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ok, cheers
I wont have much chance to work on this now for a couple of weeks because of exams but after that ill have 9 weeks free :attn: :attn: :attn:

# 29 30-05-2009 , 11:03 PM
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Originally posted by elephantinc
ok, cheers
I wont have much chance to work on this now for a couple of weeks because of exams but after that ill have 9 weeks free :attn: :attn: :attn:

Yeah, I agree with all the advice given thus far.....

So, the summer holiday is 9 weeks long now!? .... it used to be 6 when i was going school there.


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# 30 30-05-2009 , 11:06 PM
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no, its still 6 weeks but we dont have to go back to school once we finish exams so its 9 for me user added image

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