Substance Painter
In this start to finish texturing project within Substance Painter we cover all the techniques you need to texture the robot character.
# 196 01-06-2012 , 02:29 PM
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Thanks for help mates,then I guess its UVs are sufficient, so I'll do a new projection of tracks and continue to work on a tank...
EDIT: do you have some tips how to organize UV layout of tracks ? 'cause it's gonna be about 210track links and as I looked on dave's post of his projection, he filled up a whole UV layout(0,1) space just with them...so, where did he put the rest of tank then ?


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Last edited by Creck; 01-06-2012 at 02:36 PM.
# 197 01-06-2012 , 02:55 PM
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I used shaders to control the UVs, the sherman was split into 1.cast metal,2.painted flat steel,3.metal,4 wood and 5.track so all in 5 shaders.............dave




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# 198 01-06-2012 , 03:52 PM
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dave, I've been looking at your progress and I'm not sure about the image below....did you separate those small pieces of track links from the larger ones ?
PS: sorry about that noobish illustration ...

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# 199 01-06-2012 , 03:54 PM
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I used shaders to control the UVs, the sherman was split into 1.cast metal,2.painted flat steel,3.metal,4 wood and 5.track so all in 5 shaders.............dave

Yes, don't think that your entire model has to be composed of one combined mesh. If I was going to make a car for example, I'd have say: windows, body, handles, seats etc, as separate objects. Each using their own UV space and materials.

Let whoever is rigging it worry about keeping it all moving together user added image

# 200 01-06-2012 , 04:11 PM
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Creck yes I did if you are going to use some thing like mudbox or zbrush seperating the pieces is not a problem if you only had photoshop or like I would have had to keep all of one tread part together so you could make some sence of them. gubar I like your way of thinking let the bugger down the line worry about rigging...............dave

Edit:just to let you know the tread bit was smoothed but the cog part was not to save on pollys




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Last edited by daverave; 01-06-2012 at 04:14 PM.
# 201 01-06-2012 , 04:13 PM
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gubar I like your way of thinking let the bugger down the like worry about rigging...............dave

Lol, yes it's just the way we work. Not laziness honestly user added image

# 202 19-06-2012 , 02:48 PM
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Well, at last I have finished the entire model user added image

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# 203 19-06-2012 , 03:15 PM
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Nice work Creck, the only thing thats a little out is the mantlet it needs more subdivisions change the smoothing from 2 to 3..............dave




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# 204 19-06-2012 , 03:21 PM
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Looks good. I think he might get by with just smoothing the normals on the mantlet. It almost looks like it has a poly smooth node but all the edges have been set to hard.


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# 205 19-06-2012 , 03:51 PM
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Thanks guys, yeah I'll try to figure it out, if I would create a job application portfolio, should be all the models textured or it's enough to render them just with occlusion layer... ?


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# 206 19-06-2012 , 09:21 PM
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I think both would be best Creck................dave




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# 207 20-06-2012 , 12:45 AM
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nice work mate.....well done

cheers bullet


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"A Darkness at Sethanon", a book I aspire to model some of the charcters and scenes
# 208 20-06-2012 , 09:11 AM
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Thanks to you guys user added image appreciate it.


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# 209 20-06-2012 , 10:00 AM
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looking awesome! great job

# 210 20-06-2012 , 12:37 PM
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Looks really good. I can't wait to see it textured user added image

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