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 27-06-2003 , 06:15 PM
Emo's Avatar
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Just a friendly reminder

I found this on some tutorial website about poly's and I thought it'd be a nice way to remember this stuff user added image

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# 2 27-06-2003 , 07:17 PM
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triangles are good if you are modeling for a game. Game engines love tris.


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# 3 27-06-2003 , 07:31 PM
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yeah I've noticed that before...

in this game I was playing a while ago, there was a cheat (or a hack) that you can turn the game into wireframe mode and everything was triangles.... (the game was Dungeon Siege)

-Emo

# 4 27-06-2003 , 07:50 PM
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That's because graphics boards pipelines only manage triangle geometry.

I'm talking about "normal" boards, not workstation ones.

# 5 28-06-2003 , 05:40 PM
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lol i wouldnt agree with that compleatly, pentagons are quite cool for subdivision, (thats pentagons not 5 sided)


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# 6 28-06-2003 , 07:32 PM
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Originally posted by drknow
triangles are good if you are modeling for a game. Game engines love tris.

the game engine will triangulate your model no matter how you've constructed it. It's usually a good idea to do it yourself in order to have control over how the edges are turned.

# 7 28-06-2003 , 08:40 PM
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Why are five sided faces bad? I've modeled characters that have n faces and they smoothed alright.

# 8 28-06-2003 , 08:55 PM
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Actually that is something you don´t want. They might smooth alright (at times) but they won´t deform well at an animation stage.

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