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 01-09-2003 , 06:09 PM
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September Challenge - Scraggy_dogg - Noobie

OK I have never done a Character before, and really want to but just in case the going get's tough I will model the character and just see how it turns out.
So with that in mind I will pick Numero Uno the Space thingy.
At least that way I don't have to submit if it's naff. user added image

Hey BTW tell Kevin thanks user added image
I nicked his 'Simple Man' tutorial to see how hard characters are.... And I like thes e Subdiv's user added image
BTW Can I use Subdiv's? they are only sort of Poly's aren't they?
(please excuse my lack of understanding the basics)

Oh yeah BTW How do I Un-Triangulate? I had to Cntrl-Z out.


Regards Scraggy

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# 2 01-09-2003 , 06:16 PM
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Don't think you will be able to use sub-divs seeing as how I doubt they are used in games. Polys only. No nurbs either. Also, I don't think you can un-triangulate. Triangulating is ment to be done when you are completely finished with your model. Usually, I model a little, triangulate to see how close my poly count comes to my cap, undo, then model some more, then triangulate again later, see how close I am to my poly limit, etc, etc until I realize that I shouldn't model any more because my poly count will go overboard. Then I triangulate permanentely.

Correct me if I'm wrong on any of that.

# 3 01-09-2003 , 06:22 PM
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Originally posted by Darkware
Don't think you will be able to use sub-divs seeing as how I doubt they are used in games. Polys only. No nurbs either. Also, I don't think you can un-triangulate. Triangulating is ment to be done when you are completely finished with your model. Usually, I model a little, triangulate to see how close my poly count comes to my cap, undo, then model some more, then triangulate again later, see how close I am to my poly limit, etc, etc until I realize that I shouldn't model any more because my poly count will go overboard. Then I triangulate permanentely.

Correct me if I'm wrong on any of that.

Sounds reasonable indeed.
Mike should have this better nailed than most of us.

# 4 01-09-2003 , 06:31 PM
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Ta

Hmm Ok - It's just the only tutorial that I could follow for making a character.
Most of the others were NURBS or Patching?
I thought maybe Sudivs were Poly's but divided up smaller? DOH!
OK good job I picked No 1 then because I haven't the faintest in making a character out of Poly's (Unless his name is 'SpongebobSquareAll' )- LOL No Problem.....Will start on Buildings...

# 5 01-09-2003 , 06:38 PM
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Polygons > Quadrangulate does an ok job of "un-triangulating." Not perfect, though.

Polygons only! user added image

# 6 01-09-2003 , 08:45 PM
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Theres a mel script somewhere that tells you the triangles even without triangulating.


# 7 02-09-2003 , 06:10 AM
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You say "no polys" but surely you can convert from Subd to polygons? that is becomming extremely popular with knew engines isnt it. Make them high res using NURBS etc etc, and bake them down to low polys?

# 8 02-09-2003 , 11:30 AM
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Oh yes, you can model in whatever you want. Just so long as the final result is polys.

# 9 02-09-2003 , 12:46 PM
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Sure, nothing wrong with that, although that's not a method that anyone I know personally uses. user added image

# 10 02-09-2003 , 01:26 PM
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Character...

Hmm, would that work OK?
I have had problems finding 'Understandable' Tutorials that make Characters, all the ones I came across were either NURBS or something. [I looked on Boris] .. I remembered Kevin's because it was the first tutorial I ever did and was so easy to do.

So what will happen when I convert my model to poly's? - will it get more 'Blocky' ? In fact don't answer - I will go and try it on that model.
Natalia told me there may be some poly/character/tut's on Planethalflife/Planetquake so I will go check now.. user added image J.I.C. my model turns into 'Lego Man' when I convert user added image

Anyway I won't spend too much time on the Character it's just because it's something i think is a MUST to learn to model, so want to give it a bash.


"Why do we have to wear these ridiculous ties"
"Who ate all the dohnuts?"

# 11 02-09-2003 , 03:21 PM
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Problem getting vertices to snap?

Hi all,
I have been following an Alias tutorial on making a Poly gearwheel. The problem arises when I need to get the sided back straight after scaling them in all directions....

It says to go into side view, select all the Top vertices, press 'Snap to grid' and when you pull up - they are all supposed to even out along the Grid-line...so then you turn off Grid snap and put them back and your gear has a nice flat side...
For some reason mine don't? I have tried the 'Tool Options' and any others I can think of, but just cannot get the vertices to individually snap. - They all keep their original shape..?
Any Ideas?
In the picture you can see that I have pulled all vertices from the side of the gear up, and they indeed have snapped to the grid...But keeping same shape??? I'm sure there must be an option or something that I need to turn on, adjust or whatever..


Regards Scraggy


[EDIT]
Thanks to NitroLiq and Fredriksson for the help, all sorted out now, I had to go to 'Move tool options' and Unchecked 'Keep Spacing' Box ...... to get it to snap properly.

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Last edited by Scraggy_Dogg; 02-09-2003 at 04:56 PM.
# 12 02-09-2003 , 06:12 PM
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Originally posted by mtmckinley
Sure, nothing wrong with that, although that's not a method that anyone I know personally uses. user added image

ID Software uses this method for Quake 4, haven't you seen their models? couple of hundred thousand polys, ready to be baked down to low poly.

# 13 02-09-2003 , 06:17 PM
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Scraggy, if you're going to do polygonal modelling just use your intuition, it's not hard at all. My method means getting a cube, extruding faces to make one side of a shirt, then delete the side then use the split poly tool to get more resolution into the charachters, and drag them points out to where you want. Just pretend you're working with clay, first you make basic shape, then define. Then work on the legs in the same way, then on the arms, then the head. Try looking at Kurt's low poly bloke and try copy exactly what he did, just by looking at the lines and such. You will then be able to do it. The project i started is only my 3rd ever model. Polygon based stuff is so easy, just use your intuition and brains of how things should look and you'll do fine user added image

# 14 02-09-2003 , 08:17 PM
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Danke!

Cheers for help, actually did find some Poly tutorials out there, but really the problem lies with me getting used to tools... I suppose ("Like the above post"got me stuck for like 2-3Hrs)
I soon found out that everyone seems to have their own way of making Poly Character models
i.e. Some say "Use a Cylinder so you don't have to shape" (may try that!) Some i have seen put a sort of wierd twist in the cube while making the neck (I think?)
Basically I need to learn all the tools then I can try it, I just got 'Wedge Poly' learned........ Doing 'Bevel' next...

Oh yeah I have that C.P.S. err Script? working, but I dunno if it's worth looking at? I really don't want to confuse the issue if I don't have to...(But at least i leaned how to install it) user added image

Great Idea Zyk0tiK, will try to do a copy... of the Simple Man ... (Kevin's) in Poly's....And see whappens!

# 15 02-09-2003 , 09:23 PM
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Ok Apart from that....Comp...

Hi...

Ok, I have a couple of questions?

Poly Cylinders... How do make a proper bend? I have been just extruding and doing by sight... user added image
How do you make a decent 'Mountains and hills in Poly's?' without going crazy on the Triangle meter!
Its no fair I cannot use that 'Paint' thingy ..... user added image

Hmmm maybe I better sit this one out, otherwise you gonna get really fed up answering me ... Hmmm Plus the Bandwidth - lol!

user added image user added image Scraggy

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