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 22-07-2003 , 11:18 AM
vertiis's Avatar
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Join Date: Apr 2003
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newbie: head modeling

hi there.
this is my first wip from maya. i have never used any nurbs modeller user added image it's really hard one...

comments are welcome... im still working on this model... a lot of stuff to do...

v.

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# 2 22-07-2003 , 11:29 AM
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great start for your first nurbs head mate.....


I am enough of an artist to draw freely upon my imagination, knowledge is limited, imagination encircles the world. (Albert Einstein)

https://www.artstation.com/kurtb
# 3 22-07-2003 , 11:47 AM
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thanks user added image actually that's my first maya model ever too...

now i know why SDS is faster user added image

v.

# 4 22-07-2003 , 11:56 AM
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lol.. what tutorial are you using, this is a good start


FX supervisor - double negative
# 5 22-07-2003 , 01:44 PM
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# 6 23-07-2003 , 04:06 AM
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great nurbs is the only way

# 7 23-07-2003 , 12:00 PM
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Hey vertiis,

The modelling you've done looks great! looking forward to seeing the rest of the head user added image. I have to admit that nurbs are no longer my prefered surface-choice when doing organic modelling. I know this sound a bit contradictionary but I just don't find patch-modelling to be as intuitive as box-modelling is. I think sub-d's (as you mention yourself) and even polygon modelling seems a lot more straight forward. I can highly recommend "connect-polyshape" which can be found at www.highend3d.com which we use for all our organic-modelling.

user added image Jeppe


Jeppe Nygaard Christensen
Ghost aps, Denmark
https://www.ghost.dk
# 8 24-07-2003 , 04:17 AM
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you got a world of pain to deal with. you got match up paths seams in nurbs its hell. Maya made it super hard.

# 9 24-07-2003 , 07:09 AM
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jeppe:
thanks for the links to this script! user added image)

i should post some updates on my head soon... today i mean...

thanks for ur comments.

regards,
v.

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