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 24-07-2004 , 05:56 AM
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Halflife 2 character

ok heres a wip of a character that I plan to import into the Halflife 2 engine when it comes out. Im sort of unwrapping and texturing at the same time as I was to impatient to wait to texture untill the character had been fully unwrapped.
Feedback is greatly appreciated.

cheers

Benuser added image

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# 2 24-07-2004 , 05:57 AM
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textured

here is a version with the trial textures applied.

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# 3 24-07-2004 , 06:55 AM
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Whats the poly count m8? Looks nice but I think the DPM texture needs a bit of tweaking. If you compare the center of the chest with the arms or legs there is a change in texture size.

BTW do you have any details on what the HL2 engine can handle regarding model poly counts?


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# 4 24-07-2004 , 06:58 AM
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oef...yes...the poly seems to look a bit high... agree with lonepig...tex is nice but needs some tweakin'' keep it going user added image


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# 5 25-07-2004 , 09:58 AM
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Yeah it does look a bit high, the character i', texturing at the moment is only 1900 Triangles.

# 6 25-07-2004 , 11:07 AM
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Ok cheers for the crits fellas, The face count in Maya is 3576 so as the tri goes its double that. Yes it is a lot for a single character but im going for detail, this character has 2 purposes, im using him for my showreel and am going for the import as well. The new UT engine supports up to twice the ammount that I have here for some characters, and as for the Source engine I prety sure it will handle it no worries. Hardware is forever increasing in its capabilities and im hoping to make a few more characters with the similar poly count.
cheers
Ben
P.S Im hoping to have the textures finished soon.


Last edited by foo1971; 25-07-2004 at 11:32 AM.
# 7 25-07-2004 , 11:29 AM
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Great stuuf m8, I would get out the soft/hard edge tool and tweak some of those edges abit. Around the mask eye pieces etc, the look a little to soft I think.

Looking forward to a update, any change of a wire as well?


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# 8 25-07-2004 , 09:53 PM
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Looking great foo1971. Maybe don't put the camo on the gloves. Make it leather or something. Just a thought though.


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# 9 25-07-2004 , 09:55 PM
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It lacks a lot of details for that polycount in my opinion.

# 10 26-07-2004 , 03:17 AM
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Yes you are corect the count is to high with respect for the detail. Ive had to keep Quads all round as im going to be applying meshsmooth for a rendered sequence. This character isnt what id actually model if iM going to be making a in game character as such. But Iam going to import him in to the engine just the same.
Quite possibly this character will be used in a Mod for Halflife 2 and if thats the case he will be reworked.
cheers
Ben
P.S thetextures atm ara all a mess just trial just to give me an idea of what he will look like with camo, im still in the process of unwrapping atm, and will be finished soon.Then i will do a proper texture job. well I hope to at least.


Last edited by foo1971; 26-07-2004 at 03:21 AM.
# 11 26-07-2004 , 08:31 AM
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looking forward for updates than....user added image


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# 12 27-07-2004 , 06:09 AM
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ok, heres the finished unwrap.
textures to come soon.
cheers
ben

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