Substance Painter
In this start to finish texturing project within Substance Painter we cover all the techniques you need to texture the robot character.
# 1 16-11-2003 , 12:54 PM
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Any tips for modeling?

This is my very first model I've ever created, and it would be neat if some people could place some (not too critical) comments... I have no idea how to make a good model..... :\

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# 2 16-11-2003 , 12:56 PM
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...

I think it looks like a pumpkin and a mummy.... user added image

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# 3 16-11-2003 , 12:57 PM
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...

Hmmmz pardon if the image is too big... :S

# 4 16-11-2003 , 06:54 PM
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hey
doesn't look too bad for a head, just looks like you need to invest some more time into it.

it looks like you made it with artisan. if that's the case, use what you have as sort of a foundation and now go in and start pushing and pulling vertices (rclick on object and go to vertex). that will give you more definition (i.e. you can make the eye sockets and mouth deeper, pull out cheekbones some, even out jaw line).

one problem you might run into is making it even on both sides, since it's not mirrored or anything you'll have to manually select the same vertices on both sides in order to make it look even on both sides, it might be more trouble than it's worth. if it becomes too much of a problem i'd scrap it and start over again (one other problem is that you won't be able to animate this head or really put it in any other poses).

if you want to learn more about head modelling, here's some tutorials and reference stuff.

hobbit guy's polygon head modelling tutorial

great reference for the anatomy of head and how to place edgeloops

tutorial for patch modelling a head (very in depth, great reference)

there's also a polygon head modelling tutorial right here on simplymaya that you have to pay for (i haven't seen it...if i weren't flat broke i'd buy it though).

i don't know much about nurbs modelling so i havne't posted any links to nurbs modelling...just polygon.

all in all there's plenty of tutorials and references out there...just read up on all of them and you'll kind of get a broad education about head making, hehe.

*disclaimer* i am by no means an expert on head making, i've only made maybe 2 or 3 in the 3ish months that i've been using maya, i'm just passing along some of the info i've gathered and read that has been the most helpful to me.


Last edited by soulcialism; 16-11-2003 at 06:57 PM.
# 5 16-11-2003 , 08:17 PM
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PRACTICE PRACTICE PRACTICE! user added image

Yeah, I would not recomend Artisan as you advance. It's ok for the beginning, when you are coming to terms with how the geometry works.

The biggest thing I think, is to really get to know the gist of how anatomy, especially muscles look and work. Radial geometry (also known as edge loops) are an important part of that, as when your eye blinks, or your eyebrows raise, or your mouth opens, or your nostrils flare, or whatever, the majority of that is being performed by circular muscles around the eyes and mouth. Your geometry would benefit from mimicing that kind of structure.

Here's an old pic of the wireframe of one of my old models... ignore the scar. user added image

https://www.mtmckinley.net/cgtalk/headwire.jpg

Then, after I'm done animating, I smooth it:

https://www.mtmckinley.net/cgtalk/headwire2.jpg

Hope that helps some. Check out the head modeling tutorial we've got. It goes over a different method (and the one I, personally, prefer - but it's all a matter of preference).

# 6 16-11-2003 , 11:39 PM
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Ya Mike said it lots of practise, and dont be afraid of asking question and reading books=)


I am enough of an artist to draw freely upon my imagination, knowledge is limited, imagination encircles the world. (Albert Einstein)

https://www.artstation.com/kurtb
# 7 21-11-2003 , 07:20 PM
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This is my update..... Does anyone have any idea how to reduce the number of edges significantely without losing the 'main edge loops'? Also how to define the mout and the nose better?

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# 8 21-11-2003 , 07:24 PM
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2

Number 2

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Last edited by dirack; 21-11-2003 at 07:27 PM.
# 9 21-11-2003 , 07:25 PM
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Arg, what an idiot am I to use bmp.... well, if you're wondering how I made edited the head, I used hobbit guy's tutorial and pics and just thought a different sized head and a nose attached to it, since my scanner isn't working an I can't use my own drawings :\

# 10 21-11-2003 , 11:37 PM
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the hobbit guy's tutorial is a really good way to go. I use it my self.
About the number of polys.. there is no good way to do it, as far as I have ever heard. besides deleating edges your self. (long time) if you use the poly reduction in maya it will not smooth for crap after that.

# 11 23-11-2003 , 11:31 AM
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New attempt, trying to duplicate the muscles of a face I found in my encyclopedia. My scanner is not working so it could look a little aqward..

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# 12 23-11-2003 , 11:44 AM
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Looking much better. I know you would want to inprove it even more. but I think you will find it eazyer now.

Good deal.

# 13 23-11-2003 , 11:49 AM
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update

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# 14 23-11-2003 , 11:52 AM
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Heh, Tis truly difficult to try and get critique in this forum, everybody is always like "yay!" even when things look quite ugly user added image...

# 15 23-11-2003 , 11:55 AM
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How to remove these edges without disrupting the border line? (or else I'm getting models with holes in it when I combine polygons).

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