Substance Painter
In this start to finish texturing project within Substance Painter we cover all the techniques you need to texture the robot character.
# 106 06-11-2011 , 04:04 AM
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Try refreshing gubar...I get it occasionally too mate...

NIce going so far Rick...I like the look of it...wish I had more time myself to get more done on the Spitfire...sadly work in the bush is taking up too much of my life...

cheers bullet


bullet1968

"A Darkness at Sethanon", a book I aspire to model some of the charcters and scenes
# 107 07-11-2011 , 08:08 AM
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Jay: If you can get that plugin I would be appreciative. If it needs to be recompiled I can do that and I put it up in the resources section. Provided it is not copyrighted and proprietary stuff.

thanks, rick

I'd just really like to know what the "official" workflow for incorporating both bump and ao is. My internet search has turned up a Hodge podge of random and sometimes conflicting solutions leaving me scratching my head. The best solution I have found is to pipe the output of the mib_occ+surface_shader into the color slot of a lambert+bump. Using the amb color did not seem to work (I got no occlusion).

The method of putting the ss colorout into a lambert+bump works but to fix the diff color on the remaining parts I have to pump the ss colorout into a regular lambert with no bump and put that on all the remaining bits in the scene and then all the diff color matches. The result, to me, looks like a ao render composited with a normal render. It also takes a long time to render. I felt the single render time was longer then just rendeing the ao and normal renders separately.

There is also a custom utility node called layer20xxx, and BumpCombiner for mental ray that allow you to add a bump slot to nodes that do not have them. I have installed BumpCombiner but have not figured out how to use it.


"If I have seen further it is by standing on the shoulders of giants." Sir Isaac Newton, 1675

Last edited by ctbram; 07-11-2011 at 08:19 AM.
# 108 07-11-2011 , 09:55 AM
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To be fair, there is probably no point in doing displacement on the tail bit, but then no one on this forum ever does any displacement. What is the harm in increasing render time, if its just over one frame?
The only problem i think people have on this forum is that they generally don't know what they are going to do for a final shot. No one seems to do any layout, its just tumble tumble render done.

...actually the other thing that people do for the cool factor is post over the top WIP images. I'm sure i've seen someone post a screenshot of their image planes. user added image

EDIT: oops, wasn't reading the last page.


Last edited by honestdom; 07-11-2011 at 09:58 AM.
# 109 07-11-2011 , 10:48 AM
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I think I am guilty off all those things Dom and yes posting a picture of my image planes(some one requested how I set up a model) I dont use displacement much because I can get away with a bump but I think I will for that tankuser added image................dave




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Last edited by daverave; 07-11-2011 at 11:00 AM.
# 110 07-11-2011 , 11:12 AM
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You are not "guilty" of anything Daverave that is just DOM's opinion and he is entitled to it, but I do not particularly agree with it.

Those image planes are there for a reason and show how the model is progressing relative to the reference. They are also intended to show how I modeled the plane and not just what I can model. I see these threads as more then just "look at what I can do" but also "here is how I did it". Therefore, the image planes serve a purpose and I do not believe they are over the top at all, in fact, I happen to like they way they look even beyond the practical reasons.


"If I have seen further it is by standing on the shoulders of giants." Sir Isaac Newton, 1675

Last edited by ctbram; 07-11-2011 at 11:36 AM.
# 111 07-11-2011 , 11:37 AM
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great, here we go again...

I didn't mean aNYone in particular. I didn't look at the start of this thread and see you had rendered your image planes. I WASn't making fun of you if thats what you were thinking. I was talking generally.
You are right, there are no rules for posting in a WIP thread. I JUST find it funny when people render THINGS AFTER a couple of hours MODellinG and present them really nicely with logos and borders and whatever. Its not just this forum that it happens on. I dont see the point.
yes, its just my opinion.

# 112 07-11-2011 , 01:35 PM
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haha the old proverb 'look before you leap' springs to mind.

Opinions are like assholes, everybody has one.

Dom: do they not do model to reference turntables etc where you work??


Jay

# 113 07-11-2011 , 02:04 PM
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yeah, I should have checked really. I wasn't trying to offend anyone.
we do model and reference dailies but they are usually about 90% finished.

# 114 08-11-2011 , 12:16 AM
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If I can get the darn gear linkage worked out the rest should be smooth sailing by comparison. The reference image makes it look really straight forward. It is just he first link I am struggling with. It is bend at odd angles and trying to work it out from picture references is proving problematic.

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"If I have seen further it is by standing on the shoulders of giants." Sir Isaac Newton, 1675

Last edited by ctbram; 08-11-2011 at 06:29 AM.
# 115 08-11-2011 , 06:02 AM
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Wow! I cannot get the gear linkage figured out!

I either get the gear in the gear bay properly and they extend all twisted or I get them extended correctly and then they do not sit in the gear bay properly!

This is a nightmare! I must have spent 12 hours today noodling with it and it's just an intractable problem!

I can see in the references there are just two single hinge joints. I do not see how the hell they can possibly extend AND twist the gear! But they have to twist because there is no room for them to sit in the bay without twisting up at the leading edge! I checked and rechecked the scale of the wheels and the wing section and the gear have to twist!

By twist I mean when they are down they wheels of course must be facing straight forward and when they are retracted the need to rotate such that the wheel is higher at the leading edge.

I'm calling it a night I will work more on it this weekend. I will have to make a inventor or solidworks model or simulink model and work the linkage out mathematically because trial and error is going to give me a stroke.


"If I have seen further it is by standing on the shoulders of giants." Sir Isaac Newton, 1675

Last edited by ctbram; 08-11-2011 at 06:20 AM.
# 116 08-11-2011 , 07:49 AM
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It must be some thing like this............dave

Edit:I do know that it folds in on its self but you need to find the first joints Orientation

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Last edited by daverave; 08-11-2011 at 09:17 AM.
# 117 08-11-2011 , 11:59 AM
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That is not quite right Dave the segments fold in opposite directions such that the upper and lower parts are on top of each other when the gear is retracted. I know it looks simple from that reference image but there is a subtle twist in that upper segment that I cannot work out from the reference images.

The upper portion of the gear rotates outward and the lower rotates inward (kinda like scissors). But that upper part has a twist in it that is impossible to see clearly from the reference images that causes the gear to twist as they extend and retract (cycle).


"If I have seen further it is by standing on the shoulders of giants." Sir Isaac Newton, 1675

Last edited by ctbram; 08-11-2011 at 12:19 PM.
# 118 08-11-2011 , 01:25 PM
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I may solve it by just doing some rigging magic and SDK.


"If I have seen further it is by standing on the shoulders of giants." Sir Isaac Newton, 1675
# 119 08-11-2011 , 01:26 PM
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# 120 08-11-2011 , 01:29 PM
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Oh hot damn! i totally forgot about that option! Thanks Jay. I just hope I can find one with scale gear.

Ah you even included a link to the kit! Thanks again and it's a whole seven bucks! lol... Well worth the hours of agony I have spent trying to figure it out by trial and error.

The funny thing is that it looks so simple in the references. But I am finding just very tiny changes in the orientation and rotation pivot on that base piece make radical changes to the orientation of the gear between the up and down positions. I start in the down position oriented correctly and was then systematically making changes to the rotation pivot of the upper part. The lower part has to always be the same.


"If I have seen further it is by standing on the shoulders of giants." Sir Isaac Newton, 1675

Last edited by ctbram; 08-11-2011 at 01:34 PM.
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