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 23-10-2004 , 03:07 AM
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Paramedic - Demo Reel - Character 1

Hi all,

I've already started working on my reel characters, this character will be the paramedic who comes to the main characters aid after an accident. Any comments would be cool, while I'm designing him this weekend. Updates will be done throughout the next couple days.

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# 2 23-10-2004 , 03:14 AM
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looks pretty cool so far... the ears look a little strange and i think the head shape is a little too egg-ish looking.

# 3 23-10-2004 , 03:54 AM
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yeah for real, widen the top of his head and fix the ears user added image

# 4 24-10-2004 , 11:12 AM
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Update, still need to work on the ears, neck, and arms.. and further details. Have to be choosey on details, I'm limited to 3000 polys. Will start texturing next week.
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# 5 24-10-2004 , 11:53 AM
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his waist and legs look a little odd. i don't think the legs should cut in suddenly around the shins. the waist looks a little wide for the upper body as well. seems like he's sucking his gut in and the pants are magically staying up... looks good so far.

# 6 24-10-2004 , 09:31 PM
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Oh yah! I forget.. I still have to work on the waist too, but you make an excellent point dark-link. In terms of the legs.. the pants in turn will be cargo pants, and once I texture them they will be more effective. The reason I have the cuts like that, is I'm going to try to make wrinkles, maybe on the shins I tapered a lil too much.. thanks for the C&C


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# 7 25-10-2004 , 05:44 AM
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Much progress today, managed to add some props, and some minor details that was needed. The project at hand is to design a medium sized character 6000 tris max, and choose what needs to be modelled and what can be textured. I was stumped in terms of what hair style I wanted for this character. Ideally I was thinking a buzz cut which I could add with texture. But because hair, is also one of the main criteria for the concept I'll just toss a shag on his head.. and then when I use if for the real use the buzz.

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# 8 26-10-2004 , 08:08 PM
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Hey Billy, love the simplicity of this character. Its always hard to do a project under tight restrictions, but i guess thats what we all have to get used to user added image

Are u studying in Vancouver at the mo? I'm currently over from england at UBC and noticed a lot of computer design schools. Any recommendations?

# 9 26-10-2004 , 08:11 PM
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Right, just found your website. Love the low poly work. Theres not enough of that going round much. Its something I really could do with improving so I can try and get some of my high detail high poly models to high detail, not-so-high poly models!

Again love the low poly work! Any wires your willing to share wud be appreciated, or any recommendations user added image

# 10 27-10-2004 , 08:58 AM
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yeah i loves that user added image

you got a closeup of the face?

# 11 27-10-2004 , 09:10 AM
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you're at ubc?... damn you must be spending a ton of money lol. us local boys should get together for a drink and discuss cg :p .

i went to bcit to get started off... it was an ok school. it's cheaper than the other ones in terms of digital animation but vfs is supposed to be the best.

# 12 27-10-2004 , 09:25 AM
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Sorry to use ur thread as a meeting place!

UBC ain't costing me a dime. I'm here on exchange from england where education costs one flat rate and all my fees are paid there user added image

But anyways, I'm all up for a drink and discussing cg! what u reckon BillyZ?

# 13 02-11-2004 , 07:31 PM
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Lol, I don't mind you using my thread as a meeting place.. haha I actually have been here in a while cause I didn't think anyone was responding much here. lol.

I'm currently attending Capilano College in North Van. its a decent course, teachers are cool.. some of the projects are sweet as well. I'd say its more derived towards the video game industry so alot of our projects have a poly limit, myself personally I'd probably like to get into the television/film industry. But here on the West coast we're blessed with so many game companies whatever works.

Here's another update, with the texturing I'm working on. We got an extension which is pretty sweet, soon I have to rig it. In terms of schools BCIT sounds like a similar course to mine, VFS is good but its expensive. My course was pretty cheap, yah we could go for a drink sometime.. this week is bad.. lots of projects due.


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# 14 02-11-2004 , 07:33 PM
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Still needs a bit work... Preferably I would go for the simplistic shading, but this is for class.

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# 15 02-11-2004 , 07:43 PM
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Wireframes

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