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 30-11-2008 , 10:08 AM
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A crack at organics

been a while since i did anything in organics so here i go

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# 2 30-11-2008 , 10:12 AM
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another

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# 3 01-12-2008 , 08:24 AM
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not bad, but at the moment you have way too much geometry, especially around the eyes and mouth. try to get the basic shape down before adding more edge loops

# 4 01-12-2008 , 10:36 AM
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you have way too much geometry

dont really plan on animating so poly count isnt really an issue(and its been smoothed) or will i encounter any problems ahead

# 5 01-12-2008 , 10:41 AM
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you'll encounter problems when you try to model. if you have too much geometry it's a lot harder to get the details right. you should aim to use the least amount of geometry as possible to get the basic shape and then only add geometry when absolutely necessary- right now you have a ton of wasted geometry that's not actually doing anything. take a look a the topology thread.

# 6 01-12-2008 , 10:49 AM
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Very true Arran.

You'll have problems if you want to try to get it more detialed with the wasted geo and when you unwrap having a dense mesh is a pain to sort out over a low poly one.


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# 7 01-12-2008 , 10:56 AM
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when you unwrap having a dense mesh is a pain to sort out over a low poly one.

what about the almighty zbrush don't people use it to add details and uv mapping..........
or is it just good practice

# 8 01-12-2008 , 11:18 AM
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If youv'e got Zbrush then I suppose you dont need to bother BUT, I think its very good practice to UV map, for example, using AUV tiles is a pain to alter in PS if needed, or indeed add spec maps, SSS maps based of the primary colour, etc etc as they make no sense at all as they dont care about the layout, making understanding what your looking at really hard and almose impossible to alter manually if needed.

Also you could paint a displacement map or a bump in PS to get subtle maps that say your comp may not be able to handle in Z. Or even model in the detials (large wrinkles etc), in maya giving you a basis to pait the bumps.

I wouldnt go along thinking that using Z lets you get away without doing some hard work, to get the best out of it you need to have an understanding of the workflows associated using traditional methods otherwise your not getting the most out if it or your time.


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# 9 03-12-2008 , 10:30 PM
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well started on this agian and decided to model a woman instead

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# 10 03-12-2008 , 10:34 PM
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with smooth

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# 11 03-12-2008 , 10:37 PM
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so can anyone tell me if theres somthing i can change vefore i move on

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# 12 09-12-2008 , 12:16 PM
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ok some small updates

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# 13 09-12-2008 , 12:18 PM
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got the back cog idea from gster123 hope you dont mind oh this is for the steam punk challenge

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# 14 09-12-2008 , 12:51 PM
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whoa... that's creepily awesome!

something isn't sitting right with the neck, the front looks weird like it has a corner to it... (unless its possible for that to happen.. but i've never seen it before)

and the stomach looks the same... it's like someone just puched her with a giant chizel

also, i see triangles on the knees and stomach area... should those be changed to quads?




that's a "Ch" pronounced as a "K"

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# 15 09-12-2008 , 02:13 PM
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I think the topology of the breasts needs to be improved, also the shoulders look massive!

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