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 24-05-2005 , 07:01 PM
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May/June - N00B - MattTheMan

Ok, I will try this chalenge just for fun, because I have to be gone out of the country by sunday, and I dont have a laptop. So, anyway, I will do my best. I was thinking something along the lines of ... this? Well, the thing is, im only gonna use this for the basic outline shape of the creature. I will try to make it like the advanced fighting fish that would tear you to shreads as soon as look at you. I will patch model it, because I don't want to use NURBS and patch modeling is my favorite kind of polygonal modeling. Also, in case anyone has taken this idea, I will add some technology stuff on it, like, friggin lazer beams on their heads... maybe.

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Last edited by MattTheMan; 24-05-2005 at 09:31 PM.
# 2 24-05-2005 , 09:44 PM
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The first progress
small image: yes I am patch modeling it

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# 3 24-05-2005 , 11:09 PM
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An update; progress is kind of slow. :shakehead
Patch modeling is tedious work :headbang:

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# 4 25-05-2005 , 01:12 PM
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WEll, heres what I have so far. The final output will have 3 heads, but I don't want my maya to go framing yet. I will have a lot more organic stuff and not as mcuh mech stuff, In the final output.

Here is the pic

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# 5 25-05-2005 , 02:27 PM
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It is withing the competition rules what I am doing, right?

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# 6 25-05-2005 , 02:30 PM
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And a WF so you ppl can tell me what is wrong with it and what I can fix.

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# 7 25-05-2005 , 02:46 PM
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Well, heres the design for the hand, I will attatch it to the arm, but I am not sure wether I should smooth the hand, leave it low poly, smooth the entire arm, or keep the entire thing attatched. The hand is probably only temporary, because, It just isn't that appealing of a design as I wanted it to be. I was looking for a mechanized claw instead of jjust one solid one. I will make a cord attatching all of the arm joints, but thats just for later on. So far... well, I don't know the poly count. I don't know how to figure it out. But heres what my HUD says:
Verts: 23414
Edges: 45653
Faces: 22370
UV's: 29773
My comps still runing pretty smooth, now. Not perfect, but smooth.
Heres a pic of the hand :headbang: in both smooth :headbang: and :headbang: low poly.
:shakehead

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# 8 25-05-2005 , 04:02 PM
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Nice work pal, it may have been better to startin NURBS and then covert to Polys for your main model.

NURBS have more control over it, but its a personal preference.

Looking good so far, bit too many polys for me tho


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# 9 25-05-2005 , 04:28 PM
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Thanks, yeah, well, I usually do all nurbs modeling, but, then again, I usually do scenes. For models I prefer to use almost only box and patch modeling. Thanks for the advice though, but I don't want to go back and redo all that I have done so far. Heres an update. I reverted back to all Lambert 1 because its eiser to see the details.

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# 10 25-05-2005 , 04:31 PM
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Heres a Wire of it. The mesh on the heads is very dense, because I smoothed it 4 times. I might consider smoothing the tail, but not the arms. Now, i wll proceed to make a metal exoskeleton,

# 11 25-05-2005 , 04:32 PM
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Forgot pic
Im pretty sure that I will get disqualified for the fact that it is almost completely non organic. Doesnt matter, I would loose anyways. Well, MtMckinley, its up for you to tell me if it will count or not.

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Last edited by MattTheMan; 25-05-2005 at 05:01 PM.
# 12 25-05-2005 , 06:32 PM
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Should the tail look like this:

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# 13 25-05-2005 , 06:53 PM
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Or this?

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# 14 25-05-2005 , 06:54 PM
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A render

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# 15 25-05-2005 , 07:11 PM
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Fixed everything, and I am deciding to go with this look.
HUD poly count says:
Verts: 56058
Edges: 111265
Faces: 55368
UV's: 62899
Comp going pretty sluggish

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Last edited by MattTheMan; 25-05-2005 at 07:14 PM.
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