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 02-05-2004 , 02:04 PM
ransick's Avatar
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if this isn't clear enough, I don't know what is!!

I didn't made this but I guess this image says alot of what's good and what isn't! user added image

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# 2 02-05-2004 , 02:24 PM
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'course, when it's games, Triangles are good, too. user added image

# 3 03-05-2004 , 05:00 AM
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heh.. I posted this a While back...

-Emo

# 4 03-05-2004 , 11:51 AM
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why are quads better than tris? and if Quads are so much better why dont they make game engines run on quads?

# 5 03-05-2004 , 11:56 AM
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hmmm good question


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# 6 03-05-2004 , 11:58 AM
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Quads are better when you're dealing with hi-res models. Quads make better results when smoothed or converted to SubDs. Triangles are to be avoided as much as possible for this reason when making hi-res projects.

In games, though, you DON'T smooth or convert to SubD, and game engines automatically triangulate models. However, it's usually a good idea to triangulate the model yourself in order to make sure the edge flow is as you want it.

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