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 09-05-2006 , 03:38 PM
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T34 tank

hi there.i just started a t34 tank due to it being my favourite tank.
im playing around will the tracks at the moment.

C&Cs please.

Laters dudes.

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# 2 09-05-2006 , 05:53 PM
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a bit more added to the tank.started doing some of the main body and adding a little bit off detail.
main thing done though is the tracks i have tried to add some character to them trying to make them look as if they do weigh something.
let me know what you think

laters dudes.

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# 3 09-05-2006 , 06:10 PM
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Hey, I've been working on tank treads and other track-controlled type of things (like a bicycle chain). Two things...
1) how did you get your treads into posistion
2) are you planning on animating them, and how (especially all the idler wheels)?
I have at least one method down already for each of those, but its always good to know more... Mostly I've been having trouble with getting the idler rotations right (although, I haven't revived that code in a year, so I might be able to fix it now...)
ah, hehe

# 4 09-05-2006 , 09:10 PM
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hey that looks super cool.
Hope to see the rest of it soon:attn:

# 5 10-05-2006 , 01:22 PM
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hey xander-0, to get my treads in into position was basically alot of fidderling due to having each link seperate from everything else so it was just a matter of positioning on how i think it would look in real life im sure there is a better way with using gravity fields but for now im leaving them as they are.

I would plan to animate them but right now i have very little experience in that area due to being a relative noobie.but i guess to do the tracks i would make them follow a curve with a motion path but dont hold me to that because i really dont know.

And as for the idler wheels i would just use a basic code to make them rotate as you move forword or backword in relation to the model but once again i really dont know.

I should have some more updates later gona start on the front adding in machine gun and the lights and such things.

later dudes.

# 6 10-05-2006 , 02:30 PM
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a bit off an update not completely happy with this but its getting there.

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# 7 10-05-2006 , 02:37 PM
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very impressive ..no comments at all .. just in awe

# 8 10-05-2006 , 03:32 PM
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thanks mmoore553 im not that good as i say ive just really gotten into maya in the past couple of months.

bit more of an update started on the engine cover.little bit more detail to add on to this.

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# 9 10-05-2006 , 03:34 PM
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another view.if there is anything u spot apart from my rendering which i know is terrible, which i could improve on the please tell me.

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# 10 10-05-2006 , 04:57 PM
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done a bit to the back of the tank and next is the really hard part the turret ive been tryin to do it for a while and cant get it right if anyone has every done it before please help cuz im stuck.lol

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# 11 10-05-2006 , 10:04 PM
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well its my attempt at the turret looks alright at the moment some more fidderling then that will be it.then to add all the detail and the suspension which i forgot about lol.be a rough ride with out it.

let me know what you think.

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# 12 10-05-2006 , 10:28 PM
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there is nothing for me to think about..
i fainted when looking at it.


A pint of example is worth a gallon of advice!!
# 13 11-05-2006 , 04:42 AM
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Yah. Looking good.

As for animating the treads, I was just seeing if you had a method already. I have a piece of code that works well for controlling their motion after a little setup, but I haven't finished the portion of it yet for idler wheels. Although if you look around on the highend3d site, they have a little piece of code that can control tread speed (possibly not useful, depending. And it doesn't handle idlers either...). I've mostly been looking it over to try and nab a couple of different internal pieces of code for a whole interface script

Hang on... Give me a couple of days; a thought just occured to me - I may have a way to do something about how fast the idlers should be rotating... If anything comes up, I'll get you my revised motion code, with setup (note: involved) instructions.

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