Substance Painter
In this start to finish texturing project within Substance Painter we cover all the techniques you need to texture the robot character.
# 61 16-09-2008 , 12:15 AM
oldhippie_tom's Avatar
Subscriber
Join Date: Sep 2005
Location: Palm Springs, Ca
Posts: 459
I have to agree!! I think it is a very nice job!! Makes me want to model one. Had Aunts that used them, and you have done a fine job!!


Challenge me and I will try. Because If I should fail, failure also has a prize (Knowledge).
# 62 16-09-2008 , 01:29 AM
Joopson's Avatar
Registered User
Join Date: Jul 2005
Location: Boston, MA
Posts: 2,314

Attached Thumbnails

Environment Artist @ Plastic Piranha
www.joopson.com
# 63 16-09-2008 , 06:20 AM
NeoStrider's Avatar
Registered User
Join Date: Jun 2004
Location: Cleveland, Ohio (USA)
Posts: 1,541
my mom's got that pincushion! it's like a tomato with a strawberry attached to the end of a string for needle sharpening... nice!


Accept no substitutions.
# 64 16-09-2008 , 01:10 PM
Acid44
Guest
Posts: n/a

Originally posted by NeoStrider
my mom's got that pincushion! it's like a tomato with a strawberry attached to the end of a string for needle sharpening... nice!

HAHA! my mother and her mother AND her mother have the same one!

it's takin over the world one patch at a time!

# 65 16-09-2008 , 01:34 PM
gster123's Avatar
Moderator
Join Date: May 2005
Location: Manchester Uk
Posts: 6,300
Looking good Joopson!

Maybe add some rust on the machine itself. Also see if you can sort out a dust shader, if I remember rightly theres a few tutorials on it.


"No pressure, no diamonds" Thomas Carlyle
# 66 16-09-2008 , 01:55 PM
BennyK's Avatar
Registered User
Join Date: Oct 2007
Location: IL
Posts: 738

... Also see if you can sort out a dust shader, if I remember rightly theres a few tutorials on it.

Are there? Why didn't anyone bother to tell that to me?! :angery:

Nice job, but make sure you abandon it some more. also two needle cushions is too much for my taste.
Benny


When in doubt, delete history and freeze transformations.

My latest snake game
(Requires DirectX9 SDK and Framework)
# 67 16-09-2008 , 04:15 PM
Joopson's Avatar
Registered User
Join Date: Jul 2005
Location: Boston, MA
Posts: 2,314
oh really?
I guess you would only really need one, now that I think about it. I'll update later.
-Andy


Environment Artist @ Plastic Piranha
www.joopson.com
# 68 16-09-2008 , 05:07 PM
Joopson's Avatar
Registered User
Join Date: Jul 2005
Location: Boston, MA
Posts: 2,314
OK, just dislodged the front drawer thing like it is on the one in my attic.

Attached Thumbnails

Environment Artist @ Plastic Piranha
www.joopson.com
# 69 18-09-2008 , 06:54 AM
gster123's Avatar
Moderator
Join Date: May 2005
Location: Manchester Uk
Posts: 6,300

Originally posted by BennyK
Are there? Why didn't anyone bother to tell that to me?! :angery:


I wouldent say that yours would have benifited from it and you didnt ask... :angery:


"No pressure, no diamonds" Thomas Carlyle
# 70 18-09-2008 , 11:55 AM
arran's Avatar
Registered User
Join Date: Dec 2005
Location: Brooklyn, NY
Posts: 3,708
nice job joopson - this is definitely a favorite.

and let's see a link to that dust tutorial. :angery: user added image

# 71 18-09-2008 , 02:58 PM
gster123's Avatar
Moderator
Join Date: May 2005
Location: Manchester Uk
Posts: 6,300
Having a look for it on the net it doesnt look like its online anymore, :angery:

It was pretty much a sampler attached to a ramp that was then in the incandesance node of the shader, the ramp giving the level of "dust" in the parts of the model that are 90 degrees to the camera, heres some thing like it that should give the idea

https://www.johnson-mortimer.co.uk/SJ...t%20Shader.htm


"No pressure, no diamonds" Thomas Carlyle
# 72 18-09-2008 , 03:00 PM
Acid44
Guest
Posts: n/a
lookin good joopuser added image


stop with all the angry faces... you're throwin off my grooveuser added image

# 73 18-09-2008 , 03:04 PM
arran's Avatar
Registered User
Join Date: Dec 2005
Location: Brooklyn, NY
Posts: 3,708

Originally posted by gster123
Having a look for it on the net it doesnt look like its online anymore, :angery:

It was pretty much a sampler attached to a ramp that was then in the incandesance node of the shader, the ramp giving the level of "dust" in the parts of the model that are 90 degrees to the camera, heres some thing like it that should give the idea

https://www.johnson-mortimer.co.uk/SJ...t%20Shader.htm

cool tut - thanks mate. :angery: (sorry acid)

# 74 18-09-2008 , 03:15 PM
gster123's Avatar
Moderator
Join Date: May 2005
Location: Manchester Uk
Posts: 6,300
No Probs, I use the facing ratios all the time, specs relflections et etc etc, only problem is they up the render time :angery: (sorry Acid)


"No pressure, no diamonds" Thomas Carlyle
# 75 18-09-2008 , 04:46 PM
Acid44
Guest
Posts: n/a
you bastards... :angery: :angery: :angery: :angery: :angery:

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