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 05-10-2005 , 09:05 PM
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Love the skin shader dude, awsome! Can't wait to see this entry when it's finished!:attn:

# 17 05-10-2005 , 09:47 PM
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Screenshot: starting to create displacement maps in zbrush.....really putting the freak into my character now!!!

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# 18 05-10-2005 , 10:57 PM
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Im still trying to find out what to do with the eyes.

Lobo looks like he's straight out of hell so I figured i might keep these ones (this is a final gather render, I just noticed the stretching on the bumps in the chin so I have to fix that:headbang: )

Any ideas on the eyes??? Should I just use real ones?


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# 19 05-10-2005 , 10:59 PM
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# 20 05-10-2005 , 11:42 PM
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Well, I were doing the model I would use human eyes, but since it's your project and you putting your own spin on it, it's your call. It's hard to tell what looks good and what doesn't without a comparison.

# 21 06-10-2005 , 04:30 AM
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I think you're right, I went back to it and thought it didnt look right.

# 22 06-10-2005 , 05:41 AM
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I'd say if you are going to make the model realistic, then you might as well make the eyes realistic too; human eyes should do fine. nice work.

# 23 06-10-2005 , 06:23 PM
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Screenshots: finishing off the body, trying to get the right flow of the musculature. The waist was too big was my main problem, but its looking better than previous pics. Also screenshots of arm and back.

The hands are separate cause theyre just gloves. The bottom part is just army pants and boots. I'm hoping to have some of the texturing done soon. And hopefully this weekend rig him.

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# 24 06-10-2005 , 06:25 PM
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arm

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# 25 06-10-2005 , 06:26 PM
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# 26 06-10-2005 , 06:37 PM
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I don't know the character you're modeling, but I think the better thing you can do is to show his personality through his appearence. Seeing his body, I imagine he is a tough soldier, crazy for killing everybody who cross his way. So, I suggest you do with eyes what's more representative for the char personality. Instead of make snake eyes, you could search some references of tough people, like Charles Bronson, or killers, like Hannibal Lecter and use as reference for your char. Of course this is only my oppinion, and like THX has said before, it's your model, and you know what's best for him. But it seems a good idea to me.
The head of your model look a little square to me. I had the same problem with mine in the beggining. It's a good idea fix that now, and avoid problems in future!

# 27 06-10-2005 , 06:45 PM
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am I missing something here? why is there a "noob" in your thread title? and zOMG!!! you got nearly 10 times better in between posts!

# 28 06-10-2005 , 06:53 PM
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Jramuri: You're right about the head, thanks for letting me know before I rigged him...save me a ton of headaches....the forehead is looking really strange, I tried making it higher because i was too low, but now the head isnt long enough....I just hope his head isnt the size of a blimp by the time im done pulling each side.
And the eyes, well I had an awesome maya shader for them, but it doesnt render in mental ray so Im looking for a good realistic eyeball texture...or just photoshop one if i find time for that.
Really appreciate the help, thanks!!!


Epsix: I put noob cause I just joined this forum...didnt really think about that

# 29 06-10-2005 , 08:49 PM
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Here's a low poly model with a displacement map applied.

I only used one point light to make it quicker....still need tweeking(bellybutton,stomach, forearm, head) but Im getting there...onto the pants after

# 30 06-10-2005 , 09:02 PM
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