Substance Painter
In this start to finish texturing project within Substance Painter we cover all the techniques you need to texture the robot character.
# 181 03-12-2007 , 06:53 PM
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no problem - thanks for replying. user added image

# 182 03-12-2007 , 06:57 PM
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It's prob more efficient texture wise to just have them as seperate shaders with a couple of lower res textures rather than one large texture anyway.

Just test with one generic paper shader and when you have the setting how you want dup the shaders and swap out the textures.

assuming you want to keep them as nurbs.

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# 183 03-12-2007 , 07:01 PM
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got you - that makes sense - i'm still trying to get my head around how the amount of shaders and textures affect performance. Thanks for the advice gio user added image

# 184 03-12-2007 , 07:07 PM
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No worries, hope it helps

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# 185 06-12-2007 , 02:04 PM
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Ask for learn

Hello arran, here is my questions and hope you help me.

The complicated and normative polygon model if use much more line to hold in it, i think somewhere be intersect together.

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# 186 06-12-2007 , 07:20 PM
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hmmm... not sure i really understand your question user added image

in your pic it looks like you are not happy with the way light is hitting the corner. if that's the case, just select the faces and try the set normals to face tool.

using bevel can be a pain. You have to make sure that there aren't any problems with the geometry or you can get some dodgy results. make sure all of your vertices are merged and also do a cleanup with non-manifold geometry checked and some of the options below as well.

even after i've beveled i usually spend some time re drawing the geometry to get it to work. I would also advise that you do any beveling in stages - if you try to do everything at once it can give you a headache - as i'm sure you know. user added image


Last edited by arran; 06-12-2007 at 07:23 PM.
# 187 07-12-2007 , 12:33 AM
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Hi arran, I had to appreciate your help.
somepictures can explain to the model why change. really big thanks!

:bow:
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# 188 10-12-2007 , 06:56 PM
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Hello arran. I had a little question, Why you choice polygon to create models? Why not NURBS? If much more holes and arces with polygon to make it I think will be trouble.

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Last edited by lealar; 10-12-2007 at 06:59 PM.
# 189 10-12-2007 , 07:06 PM
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it all depends on what you want to do. I often use nurbs to start and then convert to poygons, but really you should use whatever you find easiest to work with. I don't really have any problems making holes in polygon objects - i will often use a cylinder as a 'stand in' to help me work out how to resolve the edge of a hole with the rest of the geometry. But there are definite advantages and disadvantages to each method. user added image


Last edited by arran; 10-12-2007 at 07:13 PM.
# 190 10-12-2007 , 07:17 PM
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texture update...

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# 191 10-12-2007 , 07:18 PM
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awww why did u take off the other one?


nice work!


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# 192 10-12-2007 , 07:22 PM
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...

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# 193 10-12-2007 , 07:23 PM
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... er... sorry starjsjswars... not sure what's going on.

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# 194 10-12-2007 , 07:24 PM
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lol np i just got emailed about 5 times xD but nice work anyways.. time for bed.


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# 195 10-12-2007 , 07:25 PM
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cheers... user added image

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