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 31-10-2003 , 02:44 AM
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yeah, I do the same with polys. I have a folder with a "nose starter" "mouth starter" etc.

# 17 01-11-2003 , 03:54 PM
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I'm still confused as to setting up the original two splines of the front and profile views. Look at the attached image and you'll see what I mean. I think the problem is how I drew the front view curve.

Am I supposed to have the center curve (the one straight up the y-axis in the front view) that goes from top to bottom as well as the mouth or do I need to just outline the round portion of the head's side, snapping the first and last CVs to the first and last of spline in the side view?

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"Terminat Bora Diem, Terminal Auctor opus."

Last edited by NitroLiq; 01-11-2003 at 03:57 PM.
# 18 01-11-2003 , 04:11 PM
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My explanation might've been a tad confusing, but basically this screenshot shows the alternative that I was wondering about. Are either of the images i posted correct for the initial spline setup?

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"Terminat Bora Diem, Terminal Auctor opus."
# 19 01-11-2003 , 04:17 PM
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You're on the right track, but I think you've got too much detail in your curves. You might want to check out the Radial Head video we've got.

Essentially, you just want a basic shape with your curves and then add detail as you model.

# 20 01-11-2003 , 04:32 PM
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Yeah, i watched that last night actually. I've been reseraching other patch modeling tutorials over the past few days that go more into defining the shape a bit more, then adding the curves defining all the facial patches, more like irontick's example. With the NURBS Radial method, it seems like it would be quicker to just create a half sphere, rotate it so the poles are along the z-axis, then translate the pull the CVs in to form the mouth.

I guess my perception of patch modeling is that it you're defining the patches for more realistic muscle movement as well as getting a head start on the specific shape of the head, rather than just building a very basic shape and sculpting.


"Terminat Bora Diem, Terminal Auctor opus."
# 21 01-11-2003 , 04:37 PM
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Well, with the curves you have displayed, I don't think the mouth would animate very well, as you'd want a radial "muscle" structure around it. Same with eyes.

# 22 01-11-2003 , 04:53 PM
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Oh, okay. I see what you're saying. Originally when I first tried this, I drew my front curve based on the attached image but what's throwing me off is how to draw the side curve.

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"Terminat Bora Diem, Terminal Auctor opus."
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