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 04-07-2007 , 12:57 PM
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Celica GT4

well, this is a low-poly Toyota celica GT4, its my first attempt at modeling a car, so i need all the crits i can get.

the model is 490 faces, and might eventually be textured, but either way, it was fun, haha

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# 2 05-07-2007 , 04:02 AM
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It's already finished? user added image

You should at least get it UV Mapped and textured, also if you are looking for critics shouldn't you go to WIP section?

But it looks nice for your first car, keep working on it user added image

# 3 05-07-2007 , 08:58 AM
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nah, i don't texture, its not my thing, lol..

also, i want critiques so that NEXT TIME i model a car it will be better...


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# 4 05-07-2007 , 09:12 AM
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also, he is a better representation of it ^_^

the polycount actually suits a game from N64, or something, so yeah, haha

maybe i will texture it, who knows?

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# 5 05-07-2007 , 09:49 AM
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i started UVing, so maybe this should be moved to the WIP section,
can anyone do that for me?

here is the UV map

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# 6 05-07-2007 , 06:08 PM
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The UV Map looks good you could still resize the part that's in the right corner(the part underneath the car I think). You could also smooth the edges.

# 7 05-07-2007 , 11:26 PM
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how can i smooth out the edges? that would distort the texture, wouldnt it?


also, the thing in the right corner is the bottom of the car, which you would barely ever see, haha,


sorry, im new to UV mapping, so i may need some explaining, lol


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# 8 06-07-2007 , 02:56 AM
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To smooth the edges go to Edit Polygon > Normals > Soften/Hard. Click the square and choose a value higher than 90.

# 9 06-07-2007 , 03:15 AM
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no, i know that, i thought you meant in the UV's, lol
ive been using Maya for awhile, so i know just about everything about the modeling tools, but just not UV tools, lol

i find its better to display the model like this, but sure, ill post it with soft normals.

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# 10 06-07-2007 , 05:07 PM
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You may want to keep some edges as hard to define the shape more, and avoid smoothing errors such as the one near the front wheel.

# 11 06-07-2007 , 09:04 PM
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thats why i prefer to keep them all hard, lol


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