Substance Painter
In this start to finish texturing project within Substance Painter we cover all the techniques you need to texture the robot character.
# 46 04-04-2006 , 08:06 AM
t1ck135's Avatar
Registered User
Join Date: May 2004
Location: UK
Posts: 1,991
nice modelling user added image
looking forward to seeing this become a bot


Examples of bTraffic - a traffic animation tool for Maya
bFlocking - a tool for Maya 8.5+ to generate flocking and swarming behaviours
Jan/Feb Challenge 2007 Entry and W.I.P
May/Jun Challenge 2006 Entry and W.I.P
Mar/Apr Challenge 2006 Entry and W.I.P
Jan/Feb Challenge 2006 Entry and W.I.P
Nov/Dec Challenge 2005 Entry and W.I.P
Sep/Oct Challenge 2005 Entry and W.I.P
Jul/Aug Challenge 2005 Entry
www.flash-fx.net
# 47 04-04-2006 , 04:43 PM
13th_resident's Avatar
Subscriber
Join Date: Feb 2006
Location: London
Posts: 703
sweet as ever


A pint of example is worth a gallon of advice!!
# 48 04-04-2006 , 07:07 PM
cris007's Avatar
Registered User
Join Date: Apr 2005
Location: Romania
Posts: 192
Looking awesome... but who didn't see that coming user added image

# 49 06-04-2006 , 03:55 AM
dilberts's Avatar
Registered User
Join Date: Dec 2004
Posts: 368
OK, I finished the animation tonight. It comes out at 400 frames for the complete movie. Here's a handful of test frames from different parts. Bear in mind, some of the movements occur in fractions of seconds, so the particles are a little blobby. Once I mess with all the shaders, and add some motion blur, I think it'll be good.

Attached Thumbnails
# 50 06-04-2006 , 07:11 AM
Gamester's Avatar
Registered User
Join Date: Oct 2004
Location: Portugal
Posts: 214
Wowwwwwww :|:|:|......amazing :bow: :bow: :bow:

Great work, and an creativity of an master....I love it user added image

Keep it up and good luck user added imageuser added image


"One day someone tells me that I was no one, no one is perfect, if God is perfect so I'm God" - No One
# 51 06-04-2006 , 07:42 AM
t1ck135's Avatar
Registered User
Join Date: May 2004
Location: UK
Posts: 1,991
impressive rendering dilbert user added image

I like how you've created the arms - is there anything more you could do with the actual wheels to bulk out the body? Maybe like cutting it off just below where the arm comes out and swinging it under the chest area? Just ideas user added image


Examples of bTraffic - a traffic animation tool for Maya
bFlocking - a tool for Maya 8.5+ to generate flocking and swarming behaviours
Jan/Feb Challenge 2007 Entry and W.I.P
May/Jun Challenge 2006 Entry and W.I.P
Mar/Apr Challenge 2006 Entry and W.I.P
Jan/Feb Challenge 2006 Entry and W.I.P
Nov/Dec Challenge 2005 Entry and W.I.P
Sep/Oct Challenge 2005 Entry and W.I.P
Jul/Aug Challenge 2005 Entry
www.flash-fx.net
# 52 06-04-2006 , 10:17 AM
Registered User
Join Date: Sep 2005
Posts: 108
absolutely fantastic, I have never had a look into animation, so do you do all the modelling first, and then add a skeleton, splines etc and then attatch to a path?

# 53 06-04-2006 , 04:21 PM
dilberts's Avatar
Registered User
Join Date: Dec 2004
Posts: 368
Tick135, thanks for the suggestions, I'll take a look to see if there's anything better I can do with the thransformation.

Clopper, this was actually a pretty complicated rig. The arms are rigged with a 14 joint chain with a slpine IK for control, same with the neck. Everything else is controlled through various point and parent constraints, along with regular parent heirarchys. Tricky think is to get the heirarchy correct so that each individual piece inherits the correct transforms. There's no paths, just old fashioned keyframing.

# 54 06-04-2006 , 10:14 PM
13th_resident's Avatar
Subscriber
Join Date: Feb 2006
Location: London
Posts: 703
you kicks ass to the moon and back.
the 3rd and 5th pic reminds me of dr. Octopus smart arms.


A pint of example is worth a gallon of advice!!
# 55 06-04-2006 , 10:24 PM
dilberts's Avatar
Registered User
Join Date: Dec 2004
Posts: 368
Thanks 13thresident.

Question for everyone, and especially Mike. What final movie format is the best to post the final entry with? I personally seem to have most luck with Quicktime movies, what with all the different codecs etc. that seem to be required for most media player movies. Hell, I don't even know what a codec is! Anyway, I'm in the process of setting up the final batch render process, and then I'm gonna put the movie together in my movie making software, and didn't want to waste time making the wrong format. I test rendered 200 frames at low res, and it's pretty cool looking when you see the actual animation rather than stills. I don't think I'll be changing much with the final render look though.

# 56 07-04-2006 , 07:46 AM
t1ck135's Avatar
Registered User
Join Date: May 2004
Location: UK
Posts: 1,991
I'd probably say do the animation with whatever is good and if you use custom codecs then make sure you post a link to where people can download them.
Maybe a slight modification to the rules should either state a predefined video format or that people should post links to any codecs they used for animations?

looking forward very much to see your animation dilbert user added image


Examples of bTraffic - a traffic animation tool for Maya
bFlocking - a tool for Maya 8.5+ to generate flocking and swarming behaviours
Jan/Feb Challenge 2007 Entry and W.I.P
May/Jun Challenge 2006 Entry and W.I.P
Mar/Apr Challenge 2006 Entry and W.I.P
Jan/Feb Challenge 2006 Entry and W.I.P
Nov/Dec Challenge 2005 Entry and W.I.P
Sep/Oct Challenge 2005 Entry and W.I.P
Jul/Aug Challenge 2005 Entry
www.flash-fx.net
# 57 07-04-2006 , 08:48 AM
gster123's Avatar
Moderator
Join Date: May 2005
Location: Manchester Uk
Posts: 6,300

Originally posted by dilberts
Thanks 13thresident.

Question for everyone, and especially Mike. What final movie format is the best to post the final entry with? I personally seem to have most luck with Quicktime movies, what with all the different codecs etc. that seem to be required for most media player movies. Hell, I don't even know what a codec is! Anyway, I'm in the process of setting up the final batch render process, and then I'm gonna put the movie together in my movie making software, and didn't want to waste time making the wrong format. I test rendered 200 frames at low res, and it's pretty cool looking when you see the actual animation rather than stills. I don't think I'll be changing much with the final render look though.

Yeah man I asked the same question for you guys in the guidelines thread.

codec is like modem (modulator - demodulator) except its Coding - Decoding.


Awesome work Dilberts, looking forward to the final animation!!

# 58 07-04-2006 , 08:51 AM
Subscriber
Join Date: Nov 2004
Posts: 1,043
very impressive dilberts .still shocked ..

love the work ..looks great ..cant wait to see the animation.

also remember most important lesson you learned on this model ...this forum has private messages lol hahhah ....

user added image :bow:


Last edited by mmoore5553; 07-04-2006 at 08:56 AM.
# 59 08-04-2006 , 03:29 PM
arran's Avatar
Registered User
Join Date: Dec 2005
Location: Brooklyn, NY
Posts: 3,708
Amazing work dilberts - I love your robot - his transformation is very cool. Well done mate!
user added image

# 60 09-04-2006 , 03:24 AM
dilberts's Avatar
Registered User
Join Date: Dec 2004
Posts: 368
OK, here's the final render set-up. I added the displacement map, and the mudguard attachments. I can't render at photorealistic settings I'm afraid, as it'll take too long to finish the movie, but I think this render quality is sufficient to get the idea. Now to render out 400 frames....

Attached Thumbnails
Posting Rules Forum Rules
You may not post new threads | You may not post replies | You may not post attachments | You may not edit your posts | BB code is On | Smilies are On | [IMG] code is Off | HTML code is Off

Similar Threads