Substance Painter
In this start to finish texturing project within Substance Painter we cover all the techniques you need to texture the robot character.
# 16 04-05-2005 , 09:17 PM
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Hey, great work on those fins. Im not really maya vocabulary savy, but just how did you do those fins?

# 17 04-05-2005 , 09:27 PM
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I drawed the wrinkles onto the fin and after that I simply pushed it inwards. the spikes at the end I pulled outwards. hope it can be identified on the pic.

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# 18 04-05-2005 , 10:23 PM
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Oh, thx. I thought they looked really good and wanted to see how you did it, turned out great.

# 19 05-05-2005 , 06:58 AM
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Last edited by frankenstein; 05-05-2005 at 07:01 AM.
# 20 05-05-2005 , 07:43 AM
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no, it is all polygon. 2nd was only converted to subDs to check how the shape is working out. I don´t like nurbs and can't imagine to ever work with them.

# 21 05-05-2005 , 09:06 AM
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Looking really good . . . shame it could eat my Trout user added image

Cheers
Paul

# 22 05-05-2005 , 11:13 AM
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sure it would, if your trout goes some 1000 feet deep down the sea. so don't worry about your trout user added image I wonder what the taste of such an angler is.

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# 23 05-05-2005 , 12:17 PM
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I reshaped the belly a bit and think I'll call the fish "big hairy sack". I started with the first version in the reference pic on top. but then decided its appearence is not odd enough. and if some of you believe that it is impossible a fish can look like that, watch this.

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Last edited by Falott; 06-05-2005 at 07:28 AM.
# 24 05-05-2005 , 12:18 PM
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voila - the bigBellyFish

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# 25 05-05-2005 , 02:53 PM
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I like the one without the huge belly more. But this is also pretty funny.

# 26 05-05-2005 , 06:48 PM
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I like the 2nd one because of its grotesque appearence. when I was a child I was so fascinated by those deep see fishes, because they looked so odd. and the deeper it goes the grotesquer they look. thats because its so damn dark and nobody sees them anyways. if noone sees you U can be as ugly as hell user added image

# 27 12-05-2005 , 01:49 PM
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finished the teeth and deformed the body a little. all in all the fish felt to be too fat, so -> he is slim now user added image

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everything starts and ends in the right place at the right time.
# 28 12-05-2005 , 01:56 PM
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before and after..

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everything starts and ends in the right place at the right time.
# 29 12-05-2005 , 02:56 PM
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modeled em a tongue.

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everything starts and ends in the right place at the right time.
# 30 12-05-2005 , 08:38 PM
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plz help with transfering UVs

ok, I got stuck.


I tried to do a test UV_layout. my plan was to extract parts of the geometry from a duplicate version, to planarMap the fish from the side and then transfering the UVset to the original mesh. first of I extracted the fin from the side and transfered the UVset - everything worked out fine. then I did a hell of Sisyphean task to extract all of the problematic areas when finished I couldn' t transfer the UVs. I did not add or delete vertex - it's the same geometry as the original, I swear! the Script Editor says:

Warning: Can't perform polyTransfer1 on disabled selection.

So I made another duplication from the original, ectracted some faces and tried again. - same warning. what the heck did I wrong? it did work out a few hors ago and all of a sudden it won't. and what is the meaning of a disabled selection?

ps: deleted history, restarted maya.

please help somebody, cause I can't figure it out on my own.


everything starts and ends in the right place at the right time.

Last edited by Falott; 12-05-2005 at 08:41 PM.
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