Substance Painter
In this start to finish texturing project within Substance Painter we cover all the techniques you need to texture the robot character.
# 361 25-10-2011 , 11:39 AM
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That snow looks realy good, whats the mesh look like after converting the displacement.........dave




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# 362 25-10-2011 , 11:56 AM
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Good job...that height map is a terragen one, I have it LOL in my terragen files, in fact I have quite a few so will post on resources later...off to see Tin Tin preview in a mo

Jay

# 363 26-10-2011 , 06:08 AM
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this is the displaced poly, quite heavy for my machine, in future i would leave a neutral border around the edge because i got some fences sticking up that i couldnt delete the faces from because my pc ground to a halt so i pulled the verts down out of sight instead!

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free memory low..exception thrown
# 364 26-10-2011 , 07:43 AM
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Wow..why did you convert it to poly?

# 365 26-10-2011 , 09:43 AM
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its easier work with because otherwise the view port is just a flat plane, what i will do is replace it with a v rough proxy for setting up shots then just use this for rendering with.


free memory low..exception thrown
# 366 26-10-2011 , 09:37 PM
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That does look good but so heavy on polys..............dave




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# 367 06-11-2011 , 09:25 AM
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Paldav have you tried Xnormals for this terrain....useing normal maps instead?

cheers bullet


bullet1968

"A Darkness at Sethanon", a book I aspire to model some of the charcters and scenes
# 368 06-11-2011 , 09:36 AM
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Paldav: I have always been meaning to ask you this. Did you use any greebling scripts for things like the Star Destroyer? Doing them by hand in Maya would be horrifically tedious.


"If I have seen further it is by standing on the shoulders of giants." Sir Isaac Newton, 1675
# 369 06-11-2011 , 10:02 AM
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I dont know where your post went Rick but to answer..yes normals wont work as you state they have no geo...BUT you will have a low poly version that would be damn close in geo to the high poly one...so in effect objects should be blocked from view.


cheers bullet


bullet1968

"A Darkness at Sethanon", a book I aspire to model some of the charcters and scenes
# 370 07-11-2011 , 06:59 AM
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Comp 1 snow - YouTube Edit this video

Tell me more about greeblie scipts !! also i dont really know what xnormals are but they sound quicker than the rendering ive just done!

I needs some crits on this, i know i have to re render the speeders because they look like bad game models at the mo, i also think the snow / terrain is too fussy, i also need to blur the horizon i think.


free memory low..exception thrown
# 371 07-11-2011 , 07:23 AM
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Bit short to tell man....I think the snow is too bright (spec?)....the terrain is ok man....though I would look at some Arctic stuff...but if you look at Greenland thats probably what it would look like.

https://yellowairplane.com/Adventures...Antarctica.jpg

Xnormals is a free program that makes use of lo poly/hi poly meshes and produces some damn good maps with very little fuss. Im using it, Im also using crazybump too...thats also very cool.

https://www.xnormal.net/1.aspx

cheers bullet


bullet1968

"A Darkness at Sethanon", a book I aspire to model some of the charcters and scenes

Last edited by bullet1968; 07-11-2011 at 07:27 AM.
# 372 07-11-2011 , 07:59 AM
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bullet: yeah that is why I deleted my post. After I wrote it I realized you could create more simplified geo under the normal mapped stuff. I hoped I could delete it before you saw it but you were just to fast for me. cheers


"If I have seen further it is by standing on the shoulders of giants." Sir Isaac Newton, 1675

Last edited by ctbram; 07-11-2011 at 08:03 AM.
# 373 07-11-2011 , 08:02 AM
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Paldav: I have seen a Max script that randomly creates greebling. I have seen scripts in Maya to do similar things. One that could be adopted creates random city scapes which could easily be used for greebling in some areas. Check out the creative crash site.


"If I have seen further it is by standing on the shoulders of giants." Sir Isaac Newton, 1675
# 374 07-11-2011 , 10:12 AM
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# 375 19-04-2014 , 10:07 PM
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What happened to paldav anyone? Just joined here and nothing from him since 2011. I was really interested in getting the source files from his trench run and attempting to improve it.

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