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 06-08-2007 , 02:53 PM
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yeah architect, im soon gonna upload concepts of each of the descriptions,

and as for the poly counts, im not sure what the limits are, im looking into that.


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# 17 06-08-2007 , 06:47 PM
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I'm no expert at it but i recon the poly count could be up pretty high. It depends on what the engine can handle but since morrowind is an older game you could probably push the polygon count a bit over the limit.
Keep up the Good work user added image


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# 18 06-08-2007 , 06:54 PM
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yeah, but i want to make the polycounts match the rest of the game, so it doesn't look out of place


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# 19 07-08-2007 , 08:23 PM
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when i say faces, i mean tri's

most monsters are 4000-5000 faces
books are 42 faces, or so.
a daedric claymore is 474 faces
a cuirass is 400 faces or so, depending on how much it costs.
a breton's head is 500 faces.


ask if you want more polycount info.


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# 20 13-08-2007 , 04:11 PM
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I Added a new small island to the map, and updated the page with info!

https://theblackenedisles.joopsontoon...le_colored.jpg

thats it toward the top.

i've been working on it as often as i can, so eventually there will be a huge update to the page..... and a better layout and stuff. so stay tuned if possible!


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# 21 17-08-2007 , 02:29 AM
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I've made a simple conceptsketch of vos fanos, like the way it popped into my mind when i read the descryption.
What style are the houses in roman, greek, viking, japanese.
Also what is the polycount of a house?
Does the size of a house matter much or are there sizes to be considered.

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# 22 17-08-2007 , 09:30 AM
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i really like that, actually!
not how i pictured it, but that doesnt matter, haha.. want to help me with the project?
if so, what position would you want?

-Modeler
-Concept Artist
-Texturer
-or anything else, haha!


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# 23 17-08-2007 , 04:59 PM
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I'm willing to try it all.
If i have a hard look at myself i think moddeling is my best skill in maya at the moment, but i know how to uvunwrap models and how to paint textures(i use zbrush to paint textures ).
The only thing i'm not good enough at , is animation, but i'm learning, i know how to build the skeleton and all and i have some documentation that i can fall back on in case i get stuck.
The conceptart i posted here is also pretty much the skill level i'm at at the moment, i like to do it though, so if i can help you with that, i will.
Here
is a link to the studio i followed my 3d course it has some examples of my work, you can find my e-mail adress there also.
You can also look at the post i have here(it's the yodapost) for examples of my work, i use this project to learn the various skills needed to become an allround 3d artist, so if you look there you can decide for yourself what you want me to do.

# 24 17-08-2007 , 10:57 PM
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ok, Mastone, you are in as a modeler. ill email you today and tell you the details.

-Andy


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# 25 26-08-2007 , 10:19 PM
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Originally posted by Joopson
as for the exporting thing, i do have a plug in for Maya, so no worries there.

Joopson, could I ask where you obtained the export plugin and what versions of Maya it works with? I'd like to get my hands on it if possible.

# 26 26-08-2007 , 10:49 PM
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# 27 27-08-2007 , 09:56 AM
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Terribly sorry. Must have missed the first link. Thanks.

# 28 28-08-2007 , 04:08 PM
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here is an axe i just modeled for it, it is one of many already done, but im not posting the others yet ^_^

user added image


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# 29 10-09-2007 , 02:01 PM
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i've made the vos fanos harbor entrance(based on conceptsketch).

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# 30 10-09-2007 , 06:08 PM
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the waves make the scale look very small, like the opening is less than 1 meter, or something. would you mind posting it with just a flat, partially transparent blue material on the water? it will make the scale more understandable, because as it is, compared to the house, the waves are HUGE..

other than that, i like it, can you also show a wireframe?

-Andyuser added image


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Last edited by Joopson; 10-09-2007 at 11:10 PM.
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