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 06-06-2006 , 06:17 PM
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wow, thanks so much Arneoog! user added image


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# 47 06-06-2006 , 07:21 PM
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well... it takes a day to export something and a day to render :p

I've been waiting for an export for... 25 minutes already... 150,000 polys user added image

Windows says Maya is nonresponsive, but I think it is just working reeeeally hard for a reeally long time :p

-Mattuser added image


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# 48 06-06-2006 , 07:26 PM
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and maya crashed after 45 minutes user added image


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# 49 06-06-2006 , 07:41 PM
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No problem user added image

-Hehe, Stupid MEL... user added image

# 50 06-06-2006 , 08:57 PM
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I'm wondering if I can put it into C++... might be faster


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# 51 08-06-2006 , 08:30 PM
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I hope you're adding the YZ prompt in the GUI user added image

# 52 08-06-2006 , 08:33 PM
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oh... crap, haden't thought about that user added image

I'll work on it, yeah user added image


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# 53 08-06-2006 , 08:34 PM
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Okay, great! user added image

# 54 09-06-2006 , 05:29 PM
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I'm now trying to make some custom Indigo shaders for Maya...

-Diffuse
-Phong
-Specular
-MeshLight

I don't know if I'll make it, but I'm going to try...

Hope it's okay user added image

# 55 09-06-2006 , 07:17 PM
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YES. So that you can choose them off the material tab? That would be SUPER!

We can actually make this exporter together, as a joint project if you want. That would be great for me, but only if you want to.

Thanks,
-Matt


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# 56 09-06-2006 , 07:22 PM
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Yes, they will be in the material tab!
Or maybe in a Maya->Indigo "masterpanel"...?

It's okay for me to make this thing together! user added image
That would be cool!

# 57 11-06-2006 , 01:38 AM
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Wow, that's some talent right there. Keep up the good work. Us maya users definately need this script!

I've tried to use the last script u posted. It keeps telling me "no object matches name: camera1_up.tx". I'm not quite sure how to set this up. First I would have to setup up the way I want my lighting to be, then triangulate objects, then render indigo?

Yes, I'm a noob at Indigo..it's fascinating me and wanting me to do more. I have indigo .4, it can be done either way by having .obj file into indigo testscene folder and it will automatically render?

# 58 11-06-2006 , 01:40 AM
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BTW, this thread is a month old...right? :p

# 59 11-06-2006 , 02:22 AM
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Nononono! Well, yes it is not old, but you're doing it WRONG!

First- get Indigo 0.5.6 from https://www.flipcode.dxbug.com/board.php?topic=485

Place the Indigo file over your old one (copy-paste right over it) and copy-paste THIS- "max_num_consec_rejections" "100" into your ini.txt file.

Then- into Maya. Open up this script. To make a light, grab an object, like a plane and turn its material's Incandescence value up.

But first of all go to create->camera->camera,aim, and up. Don't rename it. Position it where you want. That's the actual camera.

Next, if you want physical sky, create a point light (don't rename it!) and postiion it where you want the sun to be. The sun would be "pointing" in the direction of 0,0,0 (center of the grid).

Now, run the script. Select either None, skylight, or physical sky, and wait for your geometry to export.

Then, it should output in a window. Select everything in that window, and copy it. Then go into the Indigo folder. Create a txt file with any name. For this example I'll call it Maya.txt.

Paste the info that Maya exported into the Maya.txt file. Save it and rename it Maya.xml.

Then in your ini file where it says scene, type in Maya.xml, and run Indigo.

That should tell you everything you need to know.

Also- beware of hi-poly meshes (50k polys and up), you might crash Maya.

-Matt


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# 60 11-06-2006 , 03:48 AM
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Hey, it works. Awesome, but one problem tho. I got an error msg saying "SceneLoaderExcep: mesh object tried to use material 'phong1' which has not be defined". Any way to solve this?

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