Substance Painter
In this start to finish texturing project within Substance Painter we cover all the techniques you need to texture the robot character.
# 31 26-11-2009 , 11:36 AM
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some of what I have done

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# 32 26-11-2009 , 12:15 PM
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Im not giving up. But I was thinking about what u said about trying to learn too much too fast and I think you're right. I have really thrown myself in at the deep end with zbrush and been trying to cram learn. I need to be more patient.

your maya modelling is good. and the forms are coming on in zbrush, particularly the skull

# 33 26-11-2009 , 12:38 PM
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Sorry Ben I should have explained, the modelling for that model is finished, he is going to wear a coat so i will not model his chest, still a lot of work to do.....dave

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# 34 26-11-2009 , 12:39 PM
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ah, a soldier of the undead...?

# 35 26-11-2009 , 02:46 PM
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I was working on this character. But after an hour or so of work, i went to load him up in zbrush to carry on (this was about a week ago) and zbrush just kept crashing. Dont know why. But this is an image I got at the end of the first session.

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# 36 26-11-2009 , 02:51 PM
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Didnt you have a problem with poly count in zbrush, may be you have to change the settings again to bring a high poly count item in?

# 37 26-11-2009 , 02:53 PM
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But I hadnt uved him, so I knew it was a bit of a non-starter anyway. Today I uved just his hat (im not very experienced with uv-ing) to try an experiment. I wasnt sure if you could both texture in photoshop and polypaint, kind of simultaneously. But I realised today you can, so I guess my next step is to uv the rest of the character and keep my fingers crossed z brush accepts him next time. Think I feel some modern warfare 2 coming on.

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# 38 26-11-2009 , 02:58 PM
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Originally posted by daverave
Didnt you have a problem with poly count in zbrush, may be you have to change the settings again to bring a high poly count item in?

yeah. I had had some problems when i was trying to go from level 5 to level 6 on a couple of the subtools. Really elongated waiting time between strokes and visible outcome, and sometimes just plain failing to up the level. But as I hadnt uv'd him I knew, like I say, it was a bit of a non-starter. I was still wondering about colour maps, and the whole uvlayout thing so it was almost 'a sign' I guess, that I ran into trouble. It also gave me the chance to add some more edge loops in maya, as some of the geometry was very light and struggling to take much/any detail at the mid-subdivision levels.

# 39 26-11-2009 , 03:49 PM
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Originally posted by ben hobden
Think I feel some modern warfare 2 coming on.

Totally unrelated to the point of your thread (but your model is looking good so far!) but I was just wondering if we've ever done battle online, you on Xbox or PS3?

# 40 26-11-2009 , 04:54 PM
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ps3. I go under the name 'cambodgienne'. There are a couple of pictures in my room by a famous french artist, I cant remember off the top of my head by who, one is a sketch of a dancer called 'la cambodgienne', i thought it would be easy to remember...

# 41 26-11-2009 , 04:57 PM
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Dammit, I'm on Xbox, nevermind, just would have been cool to battle with some people who are more familiar than "MegaDork$%^4837".....lol

# 42 26-11-2009 , 05:11 PM
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ps...dango. I see your tagline under your name 'master of the 32 bit floating point.', so ...you are kind of related to this thread, even if your message isnt :bow:

# 43 26-11-2009 , 05:34 PM
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floating point is something different.... if dango is referring to colour that is.

# 44 26-11-2009 , 06:31 PM
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oh. When I was reading about displacement maps, I read you could export them in the 32 bit floating point variety...

# 45 26-11-2009 , 06:54 PM
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Originally posted by ben hobden
oh. When I was reading about displacement maps, I read you could export them in the 32 bit floating point variety...

Yep, that's what it refers to, although I'm not actually a "Grand master"....lol

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