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 08-03-2012 , 12:12 PM
Acid44
Guest
Posts: n/a

2008 Audi R8 - 'Notha Game Model

Since having my son I've wanted to keep my skills sharp and learn some new techniques, so I started this. Been working on it on my spare time, and using it as a way to slowly train my girlfriend to use me less in taking care of my son so I can get back to work sooner user added image

Here's what I've got so far, poly limit will be 60,000 for exterior and low poly interior, then another 30,000 for the high poly interior which would be seen from the interior cameras

Any ideas on what to do next for the exterior, other than wheels and underbody?

Attached Thumbnails
# 2 08-03-2012 , 12:46 PM
djwaterman's Avatar
Registered User
Join Date: Nov 2011
Location: Sydney
Posts: 196
Wow, I have no idea how to do this non-smoothed type of modelling, it looks so smooth even though it's all flat polygons.

# 3 08-03-2012 , 01:20 PM
Acid44
Guest
Posts: n/a
It's all a lie user added image

It all comes down to the normal angles. They affect the way light hits the model, and somehow that makes things look smooth user added image

This sort of explains, but I wrote it directed to people modeling for a specific game engine, so results will vary :p - https://dl.dropbox.com/u/35400504/Mak...rt%20Guide.pdf

# 4 08-03-2012 , 01:46 PM
djwaterman's Avatar
Registered User
Join Date: Nov 2011
Location: Sydney
Posts: 196
I'm not even talking about that, I mean the edge silhouette, just the right amount of polys to describe a curved profile.

# 5 08-03-2012 , 01:54 PM
Acid44
Guest
Posts: n/a
Ah. Yeah, that's all trial and error, you wouldn't believe how many times I've restarted this car in it's entirety, and in part, just to get a curve/hole/whatever done a little bit better :p

# 6 08-03-2012 , 05:40 PM
Creck's Avatar
Great community
Join Date: Aug 2011
Location: Slovakia
Posts: 232
Hi Acid44, I agree with djwaterman, it looks pretty good and "clean"...keep it up user added image. To your question; I don't think that there's needed to do something more except of wheels and underbody user added image

Creck


May the good times and treasures of the present become the golden memories of tomorrow.
# 7 08-03-2012 , 11:07 PM
daverave's Avatar
The thin red line
Join Date: Aug 2009
Location: England
Posts: 4,472
I will say that I am not a car modeller fall stop but there are a lot of tri's in there is that OK, I do understand why you are using them but I would like to know if thats OK for modelling in the industrie, you model looks great to me...........dave




Avatar Challenge Winner 2010
# 8 09-03-2012 , 05:24 AM
bullet1968's Avatar
Lifetime Member
Join Date: Feb 2010
Location: Australia
Posts: 4,255
Looks bloody good acid.....nicely done thus far


bullet1968

"A Darkness at Sethanon", a book I aspire to model some of the charcters and scenes
# 9 09-03-2012 , 12:18 PM
Acid44
Guest
Posts: n/a
@Dave - Tris are fine for this type of modeling, the basic idea is to have an even grid of polygons, and then use tris where necessary to get the round shapes, or to put in more edge rings for smoother panels like the hood/boot

@Others - Thanks ;D

I think I'll start on the underbody today, but this thing's underbody is a little aerodynamic masterpiece in itself, so this may take a while user added image

Attached Thumbnails
# 10 12-03-2012 , 02:48 AM
NextDesign's Avatar
Technical Director
Join Date: Feb 2004
Posts: 2,988
Are you really going to see the bottom in game?


Imagination is more important than knowledge.
# 11 12-03-2012 , 05:54 AM
Acid44
Guest
Posts: n/a
The way I drive, yes. A lot. This is more about learning more techniques/seeing how well I can handle detail than it is about it being optimised, so I want it in :p

# 12 12-03-2012 , 07:12 AM
djwaterman's Avatar
Registered User
Join Date: Nov 2011
Location: Sydney
Posts: 196
Try normal maps for some of that stamped detail on the base plate. I believe game engines make use of normal maps a lot so it wouldn't be cheating.

# 13 12-03-2012 , 02:26 PM
Acid44
Guest
Posts: n/a
Our engine doesn't support them. We're too oldschool for that, 'tis sad

# 14 26-02-2013 , 01:26 AM
shady19406's Avatar
Registered User
Join Date: Feb 2013
Posts: 16
I like it man. I wish i know how to make that wire mesh you made on that car.

Posting Rules Forum Rules
You may not post new threads | You may not post replies | You may not post attachments | You may not edit your posts | BB code is On | Smilies are On | [IMG] code is On | HTML code is Off

Similar Threads