Substance Painter
In this start to finish texturing project within Substance Painter we cover all the techniques you need to texture the robot character.
# 121 15-10-2005 , 08:13 AM
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cheers for the comments dave user added image
I agree with the ram type feel, it reminds me of a kid goat that likes to headbut people (in a nice way)


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# 122 15-10-2005 , 09:10 AM
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Superb texturing! Want to see the warrior on the bird!user added image

# 123 15-10-2005 , 09:22 AM
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THX1138 - cheers user added image Gonna finish the metallic texture off first and then see about a basic rig to put them together.

Dae - here's that dino of yours in a similar style to this samurai. Was thinking as a baddie or something hence not being as cute. It's just a play around user added image

https://www.flash-fx.net/images/3D/sa...no_concept.jpg


Examples of bTraffic - a traffic animation tool for Maya
bFlocking - a tool for Maya 8.5+ to generate flocking and swarming behaviours
Jan/Feb Challenge 2007 Entry and W.I.P
May/Jun Challenge 2006 Entry and W.I.P
Mar/Apr Challenge 2006 Entry and W.I.P
Jan/Feb Challenge 2006 Entry and W.I.P
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# 124 15-10-2005 , 12:48 PM
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that looks cool and it would make a great villian

Dae


"I THINK, THEREFORE I AM"
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# 125 16-10-2005 , 09:16 AM
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Here's a small update on the metallic texture, just added the general detail for the feet.
The pics below the texture show the current texture and the effect I'm after by changing the contrast after its completed.

Does anyone know about baking the texture or light (or something similar?) which gives you the light information on the model? Someone mentioned it in another posting.
Also does anyone have any links to creating normal maps in maya? It'd be nice to experiment with it user added image

https://www.flash-fx.net/images/3D/sa..._texture2d.jpg

https://www.flash-fx.net/images/3D/sa..._texture2e.jpg

https://www.flash-fx.net/images/3D/sa..._texture2f.jpg


Examples of bTraffic - a traffic animation tool for Maya
bFlocking - a tool for Maya 8.5+ to generate flocking and swarming behaviours
Jan/Feb Challenge 2007 Entry and W.I.P
May/Jun Challenge 2006 Entry and W.I.P
Mar/Apr Challenge 2006 Entry and W.I.P
Jan/Feb Challenge 2006 Entry and W.I.P
Nov/Dec Challenge 2005 Entry and W.I.P
Sep/Oct Challenge 2005 Entry and W.I.P
Jul/Aug Challenge 2005 Entry
www.flash-fx.net
# 126 16-10-2005 , 10:17 AM
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Examples of bTraffic - a traffic animation tool for Maya
bFlocking - a tool for Maya 8.5+ to generate flocking and swarming behaviours
Jan/Feb Challenge 2007 Entry and W.I.P
May/Jun Challenge 2006 Entry and W.I.P
Mar/Apr Challenge 2006 Entry and W.I.P
Jan/Feb Challenge 2006 Entry and W.I.P
Nov/Dec Challenge 2005 Entry and W.I.P
Sep/Oct Challenge 2005 Entry and W.I.P
Jul/Aug Challenge 2005 Entry
www.flash-fx.net
# 127 17-10-2005 , 07:01 PM
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Examples of bTraffic - a traffic animation tool for Maya
bFlocking - a tool for Maya 8.5+ to generate flocking and swarming behaviours
Jan/Feb Challenge 2007 Entry and W.I.P
May/Jun Challenge 2006 Entry and W.I.P
Mar/Apr Challenge 2006 Entry and W.I.P
Jan/Feb Challenge 2006 Entry and W.I.P
Nov/Dec Challenge 2005 Entry and W.I.P
Sep/Oct Challenge 2005 Entry and W.I.P
Jul/Aug Challenge 2005 Entry
www.flash-fx.net
# 128 17-10-2005 , 07:13 PM
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Examples of bTraffic - a traffic animation tool for Maya
bFlocking - a tool for Maya 8.5+ to generate flocking and swarming behaviours
Jan/Feb Challenge 2007 Entry and W.I.P
May/Jun Challenge 2006 Entry and W.I.P
Mar/Apr Challenge 2006 Entry and W.I.P
Jan/Feb Challenge 2006 Entry and W.I.P
Nov/Dec Challenge 2005 Entry and W.I.P
Sep/Oct Challenge 2005 Entry and W.I.P
Jul/Aug Challenge 2005 Entry
www.flash-fx.net
# 129 17-10-2005 , 07:27 PM
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just in my opinion ...I like the green dragon better. ...sharper tones and more of an overall effect to both characters


but hey I think it looks good just like other one better .

# 130 17-10-2005 , 07:35 PM
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cheers for the comment mmoore5553 user added image You've just galvanised my decision about it. The metallic steed would belong to the baddie dino guy (based on dae's groovy dinosamurai) seeing as both could be futuristic enemies (around 2353 or something in the game).
The original samurai guy and the green dragon are transported forward to fight them.
Sorted user added image just need to finish them off...


Examples of bTraffic - a traffic animation tool for Maya
bFlocking - a tool for Maya 8.5+ to generate flocking and swarming behaviours
Jan/Feb Challenge 2007 Entry and W.I.P
May/Jun Challenge 2006 Entry and W.I.P
Mar/Apr Challenge 2006 Entry and W.I.P
Jan/Feb Challenge 2006 Entry and W.I.P
Nov/Dec Challenge 2005 Entry and W.I.P
Sep/Oct Challenge 2005 Entry and W.I.P
Jul/Aug Challenge 2005 Entry
www.flash-fx.net
# 131 17-10-2005 , 08:10 PM
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digital tutors has a free vid tutorial on normal mapping in maya. You have to register to see the vid though. Your going to have to redo your color map and focus on a specular map to make your metal shine.

# 132 17-10-2005 , 09:07 PM
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Hey, man! Looking good! How 'bout a little red glow/dot in the pupil of the dragon? The foot texture looks neat. I agree that a spec map could really make this pop. If you're trying to stay within the 2 512X512 limit you could just attach the color map to the spec of the shader and see how that works. Good work, dude!

# 133 17-10-2005 , 10:08 PM
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remeber you also have 4 x 256's maps in the 512 so you could make a spec up bring out the shine.

looks great t1ck.:p

Dae


"I THINK, THEREFORE I AM"
René Descartes

www.mvorster.co.uk
# 134 18-10-2005 , 08:05 AM
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THX1138 - cheers for the info, it should help lots in making me understand all these extra areas. I guess the color map is the one I've been working on?

Swankymonkey - hehe, good idea, terminator 2 style I think user added image
I'm quite happy with the foot texture at the moment though it needs cleaning up and sharpening a bit. Maybe this specular map thing will help?

Dae - good point about 4 256 maps, its all a little more complicated than I thought user added image I think I'll try and keep the arm+eye+foot textures a similar size as they are detailed and 'try' and free up a couple of 256x256 areas so that I can get the specular (and normal?) map on. The head isn't particularly detailed so can be reduced and moved.

Would it be a good idea to mix the (color?) maps for both the models or are they best kept separate? I'm guessing separate but I could free some space up on the samurai (color?) map.


Examples of bTraffic - a traffic animation tool for Maya
bFlocking - a tool for Maya 8.5+ to generate flocking and swarming behaviours
Jan/Feb Challenge 2007 Entry and W.I.P
May/Jun Challenge 2006 Entry and W.I.P
Mar/Apr Challenge 2006 Entry and W.I.P
Jan/Feb Challenge 2006 Entry and W.I.P
Nov/Dec Challenge 2005 Entry and W.I.P
Sep/Oct Challenge 2005 Entry and W.I.P
Jul/Aug Challenge 2005 Entry
www.flash-fx.net
# 135 18-10-2005 , 08:08 AM
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for the challenge you could probly mix them, but for a game I think it would be separate.

Dae


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René Descartes

www.mvorster.co.uk
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