Substance Painter
In this start to finish texturing project within Substance Painter we cover all the techniques you need to texture the robot character.
# 76 16-08-2013 , 10:55 PM
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OK Had to start again with the head as it seems when I cleaned up my outliner I deleted it (oops).
Very close now to the end of the modellering part.

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And just to have a quick look of what is done so far.

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Last edited by tweetytunes; 16-08-2013 at 10:58 PM.
# 77 19-08-2013 , 11:18 PM
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Neck = Done.

Just need to redo the TV screen now

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# 78 21-08-2013 , 09:34 AM
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Inner parts of the head now done. Just the side gun and the other cables around the body to go - but those cables I will do while rigging.

head test - YouTube


# 79 22-08-2013 , 08:48 PM
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Looks good.

You know I was never a fan of Robocop but you know theres an an irony to that....I just finished working on the reboot LOL

good work tweety keep it going

Jay

# 80 25-08-2013 , 02:20 AM
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I thought they scrapped the Robo Cop reboot when they canceled it's initial release date. Everyone that I have talked to pretty much hates the new suit design.

# 81 27-08-2013 , 07:20 AM
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Thx Jay - it was robocop and aliens why i wanted to be a animator and im so which i was u right now - lucky guy.

Good or bad this is one I will be watching.

Currently UV and shadding the head area.


# 82 27-08-2013 , 08:19 AM
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cheers tweety...

THX: hehehe cant please everyone

# 83 29-08-2013 , 03:03 PM
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Got very bored of UV`ing so worked on the lighting and the background of the scene. Got told its a good way to test out your textures anyway

Cain project - Logo HDRI and lighting test - YouTube

Got the HDRI from here - https://www.hdrlabs.com/sibl/archive.html

Happy with the results I`m getting although not used any of the model's parts yet just my logo.

First I found a spot I liked using a chrome ball. I also forgot to turn of default light in the first render - opps

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Then I added a Light to cast the shadows and worked on that until I thought it looked right. In the end I used a value of 26 as I thought 30 was too much and 20 not enough.

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Really quick renders as well - 10 - 27 seconds a frame.



Last edited by tweetytunes; 29-08-2013 at 05:48 PM.
# 84 01-09-2013 , 10:39 PM
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OK - Had finished the head today but it crashed and I lost a lot of the work done, but it was mostly just assigning shaders and textures which I still have.

Here is a render I blasted off before crash and before I textured the wires. Rendered it off with the balls in the scene so I can see what the different shaders looked like by them selves. Added the ref I am working off for the look. In the film he looks alittle beat up (even though he is being shown off as a new product) so going more for the model look when texturing.

Plz note more work needs to be done to match the CG to the back plate but alone way of that work.

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# 85 02-09-2013 , 07:45 PM
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OK got everything back after the crash and tweaked some of the settings (also doubled the rez of the texture for the head)

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Moved on to quickly assign shaders to the different part to the upper body part of things (just quickly used the head texture on the body armour) and its looking good - but the texture needs to be darker I think and UV defo needed to be done on all armour parts urrrrrr.

But some re-modelling will be done first on some parts I don`t like.

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# 86 02-09-2013 , 10:55 PM
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As I hate UV`ing I`m getting as much as of the shading done as possible - Mid Section and upper legs done.

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What you guy`s think ????


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# 87 03-09-2013 , 01:12 AM
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Looking good to me! My eye's not trained well enough to see how well it's sitting in the environment.

# 88 03-09-2013 , 04:14 PM
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# 89 05-09-2013 , 04:31 AM
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Hey just a bit of advice. If you are doing a turntable have the model rotate then the lights rotate. Model and lights rotating at the same time is a bit much for the eyes. Also doesn't make a whole lot of sense.
Can't comment on the shaders, I watched it on a phone. :\

# 90 05-09-2013 , 10:55 AM
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Hay dom.

The model and the lights are not moving its just the camera.


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