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 15-10-2003 , 08:50 PM
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hehe, I said Muzzle flash user added image

I meant supressor :p

# 17 15-10-2003 , 08:51 PM
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Why don't you show us an updated version of the model, like with and with out wire, may some more angles and we could all help ya out a little more.

And its funny that witchy is supposedly sinister, cause he does the cutest most cartoony stuff on simply maya. But he does ALWAYS chime in with his extensive and very useful knowledge of armoured vehicles and weapons. Thanks Witchy!



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# 18 15-10-2003 , 09:01 PM
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I was hoping to finish a new version of the front aim first.

# 19 15-10-2003 , 11:35 PM
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And some renders before bedtime...

Here comes some new images, first from the side:

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# 20 15-10-2003 , 11:39 PM
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The wireframe (btw it says 866 faces):

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Last edited by GreyFox; 15-10-2003 at 11:48 PM.
# 21 15-10-2003 , 11:42 PM
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Perspective GI_Joe:

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# 22 15-10-2003 , 11:44 PM
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GI Joe in the frontlines:

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# 23 16-10-2003 , 12:06 AM
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That's looking like the beast! Nice work.

# 24 16-10-2003 , 12:12 AM
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Remember to triangulate to get the accurate count.


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# 25 16-10-2003 , 03:18 AM
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yeah, and sink the silencer in a bit to give it a more realistic look. all it takes is a couple of extrude faces, an extra 20 polys maybe, but it's worth the polysuser added image

# 26 16-10-2003 , 07:36 AM
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Originally posted by fredriksson
Remember to triangulate to get the accurate count.

Yeah, I know. user added image

Think it will land around 1600 polys or more user added image

Don't know what's standard in games now though.

# 27 16-10-2003 , 12:08 PM
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Raven Shield has models between 1000-1500. Thats nearly a year old now. 1600 is fine for a new game. Older games (5 years for example) would probably struggle with it though. It really depends on the game.


# 28 16-10-2003 , 06:22 PM
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>>yeah, and sink the silencer in a bit to give it a more realistic look

Or you could just do that with a texture (a lot of weapon models in games don't model open barrels they texture them), the thing with weapon game models is that you can always reduce polys by thinking about where textures can be used instead of extra surfaces. So you could texture the depressions and the hole at the end, thus saving those polys for somewhere else. And it's a flash suppressor / flash eliminator (depending where you come from) not a silencer (he said nerdily, lol).


Last edited by Witchy; 16-10-2003 at 06:51 PM.
# 29 16-10-2003 , 07:22 PM
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Yeah I know Witchy, I was thinking about texturing it.

Would be nice to have a figure of poly's to aim for.

# 30 16-10-2003 , 07:25 PM
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Muzzle break is also another name for it.


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