Substance Painter
In this start to finish texturing project within Substance Painter we cover all the techniques you need to texture the robot character.
# 46 30-01-2004 , 11:58 PM
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I even looked in the help and stuff... it says its under glow attributes... but i looked. Nothing. Really starting to annoy me.


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# 47 31-01-2004 , 12:27 AM
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getting a lot done. I was working on some armor for the arms and legs. Im not sure how i want it exactly so im trying about 3 different kinds. But in doing it i accidentally hit my render hotkey while working on the armor and this came out.. i thought it was pretty cool so i threw it up here.

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# 48 31-01-2004 , 12:47 AM
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i cant decide on the armor to have it clear. So you can see the inner detail. Have is steel so it looks stronger. Or have it steel with a small window look on the upper part of the arm. The window wll allow you to see details. but only at certain angles. The clear you can see everything.

Hmm...the problem is depending on how i do it i have to model them differently.

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# 49 31-01-2004 , 12:49 AM
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I like your robot, and this is a nice render. From the first picture's view, it looks like some sort of space docking station..giant arm reaching to grab the ships.

# 50 31-01-2004 , 03:18 AM
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worked more on the armor for the arms. took me a while to decide on this. i like it and it looks good imo.

I had to alter the legs because the way i want the armor wouldnt work on the old design. AND i noticed there was a major mechanical problem.. that i would come across very rapidly... a joint that technically would never work.

But it should come out nicely in the end.

These are the new armors for the arms.

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# 51 31-01-2004 , 11:33 AM
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Looking great twisted although his body looks a little short compared to the legs, could be the camera angle though.
Are you going to animate him?

# 52 31-01-2004 , 12:12 PM
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Not the camera angle. his legs are really long and so are his arms. His body is short. I figure hes a fighter and his body is more of a liability because it only holds his power source,he cant really attack with it. Long legs are good for kicking, long arms for punching.


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# 53 31-01-2004 , 05:06 PM
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My first attempts at an animation. I think it came out okay. But when i rendered it direct to .avi it came out okay. But very large, and the glows flickered. When i rendered it as targas and compressed them to avi, it came out much much smaller file. And faster, but the glows on the brain/ball thing are gone. and they looked really good.

Well this is ituser added image, i tried to keep it small...

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File Type: zip ed.zip (942.8 KB, 204 views)

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# 54 31-01-2004 , 05:12 PM
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That should be failry 56k friendly as its about 900 kbs.


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# 55 31-01-2004 , 06:55 PM
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It's not working for me. I've tried running it with Media player, fcheck and quicktime. No luck. Media player tries to find a codec for it but it says a suitable decompressor can't be found. user added image

# 56 31-01-2004 , 08:08 PM
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you just need the divx codec. www.divx.com, i found a majority of people on the site use divx so it might be handy to get the codec.


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# 57 31-01-2004 , 09:40 PM
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Another vid. But this ones a little... well its not as smooth... i should have tweaked the speed and path a little more.

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File Type: zip ed3.zip (984.7 KB, 188 views)

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# 58 31-01-2004 , 10:15 PM
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Cool animations!
How did you do that swirly effect in his head?

# 59 01-02-2004 , 06:08 PM
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um. the swrly effect looks better when i rendered it direct to .avi. for some reason the glows dont work as well when i render in targa. But all i did is group all the objects and keyframe them to spin a certain amount in about 30 frames, then for the end of the animation i had them spin the same amount in half as many frames, so it looks like they speed up.


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# 60 01-02-2004 , 10:05 PM
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What about the big shpere in the centre, there seems to be a kind of glow sweeping over it that faded again. Did you keyframe the glow of the material? It's a good effect.

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