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 01-02-2010 , 01:34 PM
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homeless war veteran

another game model this time an organic character,

heres the the high poly sculpt, mind you it's not finished and still has alot of work,

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# 2 01-02-2010 , 01:36 PM
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just in case you guys were wondering heres the base mesh

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# 3 01-02-2010 , 10:50 PM
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alright jali. Nice work man. But not as solid as your hard surface models yet, I dont think. Are you going to colour him?

# 4 01-02-2010 , 11:18 PM
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Originally posted by ben hobden
alright jali. Nice work man. But not as solid as your hard surface models yet, I dont think. Are you going to colour him?

thanks for the comments, yeah still a lot to do, should look better by the end of the week once everything else is sculpted,

gonna put this in my showreel so, i'm gonna put alot of effort into it,

and yes i do intend on texturing it,

# 5 02-02-2010 , 12:00 AM
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cool. im interested to see how he comes along, both in colour and sculpting, how u go between maya and z, and how that hair turns out. i never added hair to the couple of characters i made. if it looks good, i might have to ask you for pointers! have u built the base human from scratch?

# 6 02-02-2010 , 08:30 AM
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Originally posted by ben hobden
cool. im interested to see how he comes along, both in colour and sculpting, how u go between maya and z, and how that hair turns out. i never added hair to the couple of characters i made. if it looks good, i might have to ask you for pointers! have u built the base human from scratch?

yup, base mesh was created from scratch, doing it in maya means i wont have to waste time adjusting things in zbrush, i can just import it and sculpt away,

wi'll post more updates later today,

# 7 02-02-2010 , 12:46 PM
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another thing which strikes me about this jali, is that you havnt given him many accessories. the first kind of game character i made was quite sparse and i found it left a hell of alot of ground to be covered with folds and creases. for the second character i made sure to add more in maya before going to z. but i wasnt really working with any poly limit in mind. have you set yourself a limit?

# 8 02-02-2010 , 01:11 PM
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some small updates

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# 9 02-02-2010 , 01:12 PM
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shirt, assests still need work, but getting there slowly

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# 10 02-02-2010 , 05:13 PM
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keep up..watching this one.. :p

# 11 03-02-2010 , 12:59 PM
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update,

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# 12 03-02-2010 , 01:56 PM
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As a war veteran I think the hand need some more work...it looks too skinny for a person, who has been through war....

# 13 03-02-2010 , 02:24 PM
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Originally posted by iamcreasy
As a war veteran I think the hand need some more work...it looks too skinny for a person, who has been through war....

yeah you're right, the hands do need some more work, though i forgot to mention that he's an old war veteran, like the soldiers who served durring the viatnam war,

# 14 03-02-2010 , 02:24 PM
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gettin there... good try. whered his hips go?

# 15 03-02-2010 , 02:34 PM
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Originally posted by ben hobden
gettin there... good try. whered his hips go?

i knew someone was gonna say that, he's wearing boxers, so, that part of the hip geo will be hidden,

anyway tweeked the trousers abit, given the right side some fabric over hang, and some stiching detail


Last edited by jali; 03-02-2010 at 04:57 PM.
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