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 10-12-2005 , 03:06 AM
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Join Date: Aug 2004
Posts: 408

MW2007 Playermodel

Keep in mind I'm only working on the low-res meshes to start... triangle limit's ~5000 for the full model, but I want to keep it around 1100/1200.

https://img.photobucket.com/albums/v3...jijo/head1.jpg
https://img.photobucket.com/albums/v3...jijo/head2.jpg
https://img.photobucket.com/albums/v3...jijo/head3.jpg
https://img.photobucket.com/albums/v3.../bodyhead1.jpg

The character has two shield generators -- one on the back and one on the head (gameplay wise if you shoot with a big gun or smack the cone in the middle you'll cause that generator to explode instantly gibbing whoever is in the suit in a satisfying gore fountain.)

https://img.photobucket.com/albums/v3.../bodyhead2.jpg

The head I could describe as being stuck between a spoon and a gasmask.

Any comments/suggestions to make the helmet/mask stand out more? Or do you think that textures will fix that up right nice?

# 2 10-12-2005 , 09:17 AM
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Join Date: May 2004
Location: UK
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got a concept drawing or photo so we can see what effect/look you're after?


Examples of bTraffic - a traffic animation tool for Maya
bFlocking - a tool for Maya 8.5+ to generate flocking and swarming behaviours
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# 3 02-03-2006 , 01:29 AM
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Join Date: Aug 2004
Posts: 408

Originally posted by t1ck135
got a concept drawing or photo so we can see what effect/look you're after?

Unfortunately no, for scales (obviously except the tail, I do NOT have a tail stick'n out my spinal cord) I used a picture of myself in my boxers... spare the both of us and not ask? :p

https://img.photobucket.com/albums/v3...o_low_back.jpg
https://img.photobucket.com/albums/v3..._low_front.jpg

Update: Note --

The hands are designed to look like they are, they're sort-of bricks with cylindrical round things on them... its basically a glove.

The armor is also supposed to look blocky and edgy.

The checkerboard look will also go away when I start taking away polygons, though not entirely... trying to keep a machinish quality.


Last edited by Phopojijo; 02-03-2006 at 01:31 AM.
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