Substance Painter
In this start to finish texturing project within Substance Painter we cover all the techniques you need to texture the robot character.
# 31 06-07-2003 , 03:41 PM
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update

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# 32 06-07-2003 , 05:25 PM
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Looking good and its taking form! This way you have more control over how it looks in the end user added image.


"I should call you sugar maple tree cause i'd totally tap that" haha

email - mattwettstein@gmail.com
# 33 07-07-2003 , 01:11 AM
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Dame one night stands ruleuser added image.


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# 34 07-07-2003 , 01:13 AM
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Amen to that!!


- TwEeK
# 35 07-07-2003 , 03:19 PM
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update.

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# 36 08-07-2003 , 01:17 AM
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update

..

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# 37 08-07-2003 , 01:34 AM
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some help please

has any one had this problem before(circled in red)if you have how did you fix it.oh im using sub"ds.

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# 38 08-07-2003 , 03:18 AM
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hey, if you cant figure it out.. then maybe convert to polys user added image.. lol. I love polys (Y). BTW, this is looking really nice! I think the back legs are too much of a wave motion.. but other than that, keep up the great work!


"I should call you sugar maple tree cause i'd totally tap that" haha

email - mattwettstein@gmail.com
# 39 08-07-2003 , 01:37 PM
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Thanks for tha advice M.


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# 40 08-07-2003 , 03:59 PM
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hey people here is my concept drawing for the comp.

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# 41 08-07-2003 , 04:56 PM
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Kewl sketch! I really like the pose alot.

If you post a low poly view we might be able to help with that weird stretching in the SubD version... otherwise its looking really good!

# 42 10-07-2003 , 02:04 AM
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im pullnnng my self out of this comp cheers people if you are intrested in my work check the wiip section peace


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# 43 10-07-2003 , 03:41 AM
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No backing out allowed user added image Your piece was coming along nicely!
er... was it something I typed?

# 44 10-07-2003 , 09:22 AM
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nice drawing dude user added image looks alot like red xiii in final fantasy 7

the wrinkle thing apears when lots of egdes end up on the same vertex. this is not always obvious bcuz when a face contains more than 3 edges, invisible edges are created for internal reasons..

one way to get rid of the wrinkles are to convert to polys useng the 'uniform' option and set divisions to 1 and level to 0.. and then converting back
this will make your base mesh heavier thogh :/

if you dont want that convert it to polys useing the 'vertecies' option and set level to 0
then split the polygons on the wrinkeld area.. to be sure to not get any wrinkle try to make sure the whole base mesh is made up out of quads (ie polygons with four edges no more no less) or at least as much as possible

hope that helps user added image


sleep is for lam3rs

Last edited by aL_3891; 10-07-2003 at 09:54 AM.
# 45 14-07-2003 , 12:02 AM
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hey people

After sorting out some personal issues and finding myself thinking about my entry, ive decided to stay in the compatition. im going to dedicate the rest of the mounth to this project.so ive started from scrach once again so here is what ive done so far.

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