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 27-11-2006 , 10:13 PM
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Audi R8

Been a very long time since i have made anything in 3D so please be gentle user added image

Making the 2007 Audi R8 (link https://www.seriouswheels.com/cars/top-2007-Audi-R8.htm) lowpoly and highpoly so any tips on mapping would be REALLY nice for the lowpoly.

user added image

Wire:
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Highpoly only:
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C&C Please


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# 2 28-11-2006 , 03:14 AM
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very nice start, keep going.

and a nice choice of model


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# 3 28-11-2006 , 06:58 AM
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hey whats going on. what happend to ur slr. i was waiting to see that thing rendered.

# 4 28-11-2006 , 10:16 AM
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Originally posted by 99GsTurbo
hey whats going on. what happend to ur slr. i was waiting to see that thing rendered.

it faded to the deep dark parts of the unfinished projects user added image

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# 5 28-11-2006 , 01:56 PM
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Looks like a very good start, good topology and modelling. Look forward to seeing updates on this. One thing though it might just be the render but it looks like there are a couple of polys coming out of the tire.

# 6 28-11-2006 , 03:41 PM
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Originally posted by leonlabyk
Looks like a very good start, good topology and modelling. Look forward to seeing updates on this. One thing though it might just be the render but it looks like there are a couple of polys coming out of the tire.

its the plane for the brake image i will be putting in behind the wheel so it will be clear when i put the image of the brakes but thanks for the comment user added image


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# 7 28-11-2006 , 10:33 PM
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*small update*

(lowpoly)

user added image

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C&C please


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# 8 29-11-2006 , 01:40 AM
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Maybe you could throw the plane on a layer so you don't have to render it. Saves time too.


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# 9 29-11-2006 , 09:19 AM
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Originally posted by echo red
Maybe you could throw the plane on a layer so you don't have to render it. Saves time too.

time is no prob the renders are only like 10 secs user added image (plus i might forget about it LOL )

*update (highpoly)*

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C&C Please


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# 10 29-11-2006 , 09:56 AM
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Looks good so far man, nice and clean


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# 11 29-11-2006 , 10:16 AM
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Low poly is nice n clean as gster stated. But one thing is puzzeling me...

Are you modelling a low poly one and high poly one at the same time? If so, Why? (not being cheek, just curious as to why)

Why don't you continue with the low poly and convert to Sub-D to generate a really smooth nice model. Then your free to add detailing and refine the design, if need be then convert back to poly. Only my opinion and you can tell me to stuff it :p


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# 12 29-11-2006 , 10:46 AM
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If it was me, I would be creating the low poly model and then using a smooth proxy for the otherside as I would not go into sub'd's and just use the smoothed version of the model for the final job, mainly because I know the poly toolsets better than the sub'd's and get the same results in the end (from the sub d to poly conversion)


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# 13 29-11-2006 , 01:42 PM
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Nowt wrong with that G (that works no 2 levels :p )...

Its all about personal preference, theres no wrong way really.


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# 14 29-11-2006 , 03:45 PM
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im making bot hat the same time because i want to work on my low and highpoly skills , and i may use the highpoly for a normal map on the lowpoly so it makes sense to build them at the same time.

*update*

High and low poly
user added image

High poly wire
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Low poly wire
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# 15 29-11-2006 , 05:02 PM
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I'm a bit confused as to why you would do that, as far I can see there isnt much difference between the two, that a split poly here and there wouldent sort out (or a poly smooth)


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