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 18-09-2006 , 01:27 PM
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Hey Jim,

ermm about the extra geometry, (btw the head wireframe subdiv)i think its because of subdiv it kind of adds them in...

About "Stop Staring" by Jason Osipa, cool thanks dude, ill take a look at it right away...

Cheers..... user added image

# 17 18-09-2006 , 09:29 PM
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Cheers Jim!

MarlonJohn - could you post a poly wire of your model? Just to see how the geo is laid out?

One thing that i've been using is the sculpt poly tools on the low poly model with a smooth proxy to add definition to my model, this way I can see the results of the smooth as i'm updating one side of the model, that way when I go to subd's I can then add creases and details etc

One thing i've been refering to is "Maya secrets of the Pros" book with the tutorial from Antropus Costa, even though I didn't use his method to create the model , but I will for adding details etc when I'm happy with my basic model.

# 18 19-09-2006 , 03:18 AM
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marlonjohn,

sorry, thought the head was polys! I concur w/ gster, let's see a poly wireframe! A solid poly base is all important!

Even with the subd's, I can see where the area around the mouth might need some tweaking. Not so much for the shape of the face itself (which looks good), but for better deformation down the road!

PS you will love Osipa's book, even if you don't agree 100% with his methods. His advice on clean facial geometry is priceless!


"Ad astra per aspera..."
# 19 19-09-2006 , 08:44 AM
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Hey guys, sorry about the late reply... computer has been playing up and not being itself for some reason :S

@ gster123 - sure not a problem... about the book and tutorial, thanks; ill start looking now.

@ Lt Jim - ahaha its ok user added image yeah i just noticed around the mouth, theres a line which dosnt really need to be there i think(under eye going then stops above mouth).
Cheers guys, thanks for the comments and crit... user added image
-Marlon J.

(image down below is poly wireframe, all 4 sided except for one 3 sided.) looks messy :S
user added image


Last edited by marlonjohn; 19-09-2006 at 08:54 AM.
# 20 20-09-2006 , 12:45 AM
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Marlonjohn,

It isn't as messy as you think! A few moved vertices, a little split poly tool and you'll be cooking with gas!

Thanks for including the poly wireframe. This makes things MUCH clearer! Notice the area around the nose and mouth. The lines originating where the nose meets the cheek should actually continue underneath the jaw. Here's an example of a cartoony character I recently did. Notice (below) that the lines coming from the nose area actually go around the mouth and under the chin.

BTW the same rules apply to cartoony characters as to realistic characters...

Attached Thumbnails

"Ad astra per aspera..."
# 21 20-09-2006 , 12:49 AM
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I highlighted some of the lines in red just in case the picture is unclear. Notice how with this general layout, all of the muscles around the mouth will deform properly when the mouth moves!

The same rule applies to the eye area as well. The brows should roughly follow the contours of the upper part of the eyes so they too can deform when eye expression is called for.

All you have to do is use the split poly tool and delete the old edges! Hope this helps!

Attached Images

"Ad astra per aspera..."
# 22 20-09-2006 , 08:50 AM
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Hey Lt Jim, sweet dude... thanks very much, i appreciate it user added image
ived started the head again out of no where and ived tried to do the loops which you have told me. Heres the picture below in polygon wireframe. I think my tapology and my flow is better than the other head i previously made. I still gotta fix some faces and the loops around the eye, but what do you guys reackon?

Cheers
-Marlon . J

user added image


Last edited by marlonjohn; 20-09-2006 at 09:04 AM.
# 23 21-09-2006 , 09:58 PM
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You're getting MUCH closer! The mouth area doesn't look too bad at this point (though you'll want to keep refining as you go along). Right now, I'd say the next two items which need the most attention are the nose (needs a lot of refinement) and the back of his skull.

Keep at it and keep us posted!


"Ad astra per aspera..."
# 24 22-09-2006 , 06:36 AM
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@ Lt Jim - thanks lol =)

Hey guys, heres a real quick update....
fixed up abit more of the tapology and tried to get the detail out of the face. I think im getting the hang of this user added image I still have to continue with the nose alot more and touch up on little things. Also tried to give the stomic/abdomin abit more feel. And another thing, i was just wondering how you check out many faces ived got in the model.

cheers, thanks guys...
- Marlon

user added image

user added image


Last edited by marlonjohn; 22-09-2006 at 08:39 AM.
# 25 24-09-2006 , 11:55 AM
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hey guys, heres a quick update... i kinda fiddled around and started the ear.. still in progess though.

cheers

user added image

# 26 24-09-2006 , 09:33 PM
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The head seems a bit to thin and the sides of the head also seem flat. For the ear, if your going for a realistic look I think you should look over an online tutorial then just attach it to the model.

# 27 25-09-2006 , 12:17 AM
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Marlonjohn,

Looking even better! The face may be thin, but there ARE people with thin faces, so that itself doesn't bother me (If you are going for a more generic look, Eldwick's suggestion to widen the face a bit makes perfect sense).

The nose is still incomplete, IMO. The bulbous area around the nostrils needs some fleshing out (actually, quite a bit of fleshing out), but you seem to be aware of that, so I will say no more!

The book "Stop Staring" includes building a seperate ear and attaching it to the head later. Ears are (to me, at least) the hardest part of the human head, but ears make or break the final result.

My final comment is about facial topology. It is MUCH improved, and you ARE getting the hang of it! Just the same, you could use a couple of more "loops" around the upper lip. Again, you can work with existing topology and the "split polygon" tool.

Whatever the case, the head is MUCH improved!


"Ad astra per aspera..."
# 28 30-09-2006 , 03:30 AM
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hey guys, sorry about no updates or anything, for about a week now my computer has died on me and woudnt even start up so i coudnt work on maya. but ived got everything working again and yeah ived started to work on my model..

@ Eldwick - haha yeah i kinda made the head abit smaller to the reference ived got and i also agree with the sides of the head being to flat... ill try put abit more detail into them. about the ears, yeah im going for a realistic look but i just wanted to see what i could do in a couple of minutes(spent 10mins on the ear) thats why its not that good..

@ Lt Jim - yeah... in a couple of mins im going to widen the face abit. About the nose, lol yeah sorry im having quiet a bit of trouble but i think i know what to do now. thanks for the comment about the topology, yeah i reckon ived changed it alot and is much better. also adding some more loops around the mouth/lips.

cheers guys.. =) great help
- marlon

# 29 01-10-2006 , 06:28 AM
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quick update for the nose... i think ived finished it,

user added image

# 30 01-10-2006 , 10:23 PM
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you probably know this but understanding the muscle anatomy of the face is very important and well above me in Maya (not too bad with a pencil though) as Lt Jim pointed out with the red lines, these are like the muscles of out face and all are connected together hence the lines running from the nose and under the chin, this applies to the whole face and neck, you can draw them out if you have an anatomy book, you could almost trace them out.

they will be very important if and when you paint the weights onto the face, you can follow them as a sort of guide, correct me if I'm wrong guys.

good work, you got patience there.


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