Substance Painter
In this start to finish texturing project within Substance Painter we cover all the techniques you need to texture the robot character.
# 196 14-08-2012 , 11:11 PM
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Nice idea but the arms are way too short

# 197 15-08-2012 , 12:19 AM
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Easy fix. Thanks Jay. Debating on how to do the arms. The sex appeal is lost once I compromise the silhouette and skin. Still thinkin on this one. I am gonna retopo the whole thing to create the plating. Kinda like I did the helmet. Most of that is just concepted. This will give me more practice and thats always a good thing...

Edit: I think I am gonna keep the biceps exposed and have cabling come down the triceps and form to the hand. I just still want her to have mech hands. But you still get the breast outline and the skin in doing this. See if this works...


Last edited by Chavfister; 15-08-2012 at 12:41 AM.
# 198 16-08-2012 , 05:38 PM
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30 minutes beginning to end. 31:03 actually. Been timing myself today.

EDIT: Todays sculpt. 20 minutes. Organics are just much easier to do. I also have started doing timelapse of my sculpts. I hope to upload them on Youtube so you guys can see. For right now they just reside on my Fb wall so only Labyk has been able to watch.

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Last edited by Chavfister; 17-08-2012 at 09:02 PM.
# 199 20-08-2012 , 02:29 PM
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And back to the stuff I actually finish...

It is pretty much done. I would say 95%. Goal is natural not blurry. Most want to rewrite the photo.

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# 200 23-08-2012 , 09:08 PM
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Progress

Finally began assembling a reel. Came out to be 3 minutes. But I do more than just 3D. Here is a snapshot of the dodo... It is rigged and walks with feathers out of C4D hair system.

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Last edited by Chavfister; 23-08-2012 at 09:10 PM.
# 201 24-08-2012 , 12:46 AM
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Oh snap. I can embed them....

tut link: 28 Min Horse Speed Sculpt on Vimeo

This is a link to the speed sculpt video. Figured some might want to watch. Isn't long since I don't like to sit more than 1/2 an hour...

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Last edited by Chavfister; 26-08-2012 at 05:04 PM.
# 202 24-08-2012 , 06:24 PM
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Update Please....

Just coming along. Will be done with this today I am sure. I will say this is the first time I have done any post Photoshop comping to a sculpt. Usually I just render out of ZBrush. But I must say the compositing really helps..

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Last edited by Chavfister; 25-08-2012 at 04:27 PM.
# 203 26-08-2012 , 04:58 PM
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C4D Tutorial

This is a tutorial I threw together for the C4D community. Someone had made a so-so tut on doing a pingpong paddle so I made one of our old school ones we have at the farm. Many don't know how to make anything so I gave them my entire pipeline yesterday... This still was the result after 30 minutes.

tut link: Modeling, UV, Texture, C4D tutorial on Vimeo

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Last edited by Chavfister; 26-08-2012 at 05:00 PM.
# 204 27-08-2012 , 11:36 PM
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Gonna do a hair tutorial next... I only learned all of this to give methods away in the long run...

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# 205 28-08-2012 , 12:43 AM
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Finally began assembling a reel.

Are you looking for a job in 3D? I'm still a bit confused by this thread.

I like the Dodo btw. looks pretty cool, nice subject. user added image

# 206 28-08-2012 , 08:39 AM
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Are you looking for a job in 3D? I'm still a bit confused by this thread.

I like the Dodo btw. looks pretty cool, nice subject. user added image

Well considering that most of my jobs have been supervisor positions many parts of my reel simply show that I understand the entire pipeline for small production companies. I pride myself on being able to do the work as well as manage it. It has taken years of constant study to get to this point in 3D. I found out it wasn't as easy as I had hoped. But working next to Leon on those hard surface models and running through the mocap gear I kept at it and can see myself getting to the level I want to be in a few years time.

On a side note I find it interesting that I have started making these tuts and people have been positive and negative on the c4d forums and blogs. Like I am showboating for giving information away. Just strange how people will attack you if you are confident and proactive.

Like always though I will just keep doin what I do...


Last edited by Chavfister; 28-08-2012 at 10:09 AM.
# 207 28-08-2012 , 11:14 AM
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Yeah I agree with Dom, the dodo is cool.

As far as Supervisor work goes, what are you supervising as such? Modelling, texturing, animation?

The work you are producing here is cool, and you can see where you are going with it, but as Dom says the thread is a little confusing overall.

I would say the work needs polish generally, its lovely to understand the whole aspect of the 'game' but being a generalist in all the areas isn't going to do it. If you want to be a generalist and Supervise then the bar needs to be raised. I only know of one generalist who in my opinion is head and shoulders above the specialists and he isnt a supervisor of any sorts -but boy does he kick ass!!

If I may offer my 10pence of ye olde english money here. I myself have been production manager/supervisor and head of department over the years and currently reside as a Senior Modeler at Digital Domain/Reliance in London (just so you know I'm not talking out of my butt here)

What I have found is that there are two types of Supervisors really in the business. There are those that do only and I mean only, Supervise. Now I am not taking anything away from those types in particular because they still have to know whats what and how things are achieved, time taken and so on. But in hindsight they really cant pull points or polys for a pot to piss in. And from a personal point of view that is frustrating because when the chips are down and the deadline looms its usually all hands on deck, but those guys are the weakest link in the chain, if you need help, you wont get it in full...I hope you see where Im going with this.

The second types of Supervisors are the ones that get my respect off the bat, because they are in the trenches with the troops getting their hands dirty and taking the shit from the 'upper' management. Also you'll find these guys are the ones living and breathing it, its not just a job to those types, its pretty much a way of life, their passion. When I worked at Cinesite the head of modelling was absolutely outstanding, he just knew everything and could deliver the goods. He had such command of the output in that department it was almost godlike LOL. And the guy was just so humble too. I recall him being hassled for a rebuild of a digi double of Dumbledore for the last Potter film, and he basically said, you'll get it when its ready. Purely because he knew what it would take to make it right, and from just using photos alone of the actor. I learned alot from him. I took my experiences with me to Dublin when I worked on Luc Bessons 'LockOut' as the head of Modelling, and also the stuff I'd learned from a year at Cinesite as mentioned above. I tell you, knowing that if you can actually walk the walk and talk the talk will get you alot farther in terms of respect from your team, plus the fact that of just being yourself, I don't give it the big 'I am the boss' , as far as im concerned its a team effort. Those guys in Dublin were probably the best bunch of Lads and Lasses I've worked with to date. They made my job easier to I feel because of the way I was toward them and they knew I would pull a rabbit out of the hat if I needed to, just to get it out of the door.

So what Im saying is, you would need to categories your superving position....is it the first or the second?

If its the second, then ya gotta be reeeaaaal good.

regards
Jay

# 208 28-08-2012 , 11:51 AM
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Getting the basic jobs is tough enough, I can only dream of having a folio and enough experience for a supervisor job. That said I did work under Col and he was awesome to work for, never the boss and more a team of bosses + he knows the full pipeline inside out. The problem as you have said Jay, to get a supervisor job in a decent company you are gonna need to be the absolute mother of 3d. The competition is probably tougher than ever now as anyone can create epic models etc. Is at a point where you need to raise the bar to the point where you can produce top of the line cinematic work off your own back to get noticed. Find it incredible the rate it has progressed though and what individuals and independant companies are now able to produce.

# 209 28-08-2012 , 12:36 PM
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Hey man, some people might not see you as confident or proactive. Maybe a little arrogant. Which might be why they think you are showboating. To be fair it's a pretty simple lesson. I didnt see any showboating, you could have used or shown at least one piece of reference!

As for the supervisor thing, I doubt you would get a supervisor role in a post production company, but as you said earlier in the thread you are more of a production person.
I'm not sure how knowing "the" pipeline inside out is a talent tbh. Lots of places have different pipelines. Might you guys be talking about 3D workflow? Modelling texturing rigging etc.

Anyway, I saw your reel on Vimeo. I think jay is right that the work needs more polish. The dodo was looking cool so you should fix the animation.
I think having a breakdown or some annotation would help. Something saying what the job was, what you were responsible for, etc.

The problem for a lot of people trying to get into the industry is that's lot of the disciplines people start out learning (modelling, texturing, roto) are jobs which are being done in India more and more. The work over there is really good and cheap for stuff like this. This leaves very experienced people like Jay with jobs as sups, but It means lots of graduates with basic skills/reels are left without the means to get a foot in the door. This is why i mainly see graduates doing 2D, dynamics, lighting, animation, rigging, scripting etc.

# 210 28-08-2012 , 12:38 PM
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not everyone can create epic models. no no no. There are modelers and there ARE Modelers.

The problem is anyone can create a model and companies will hire the cheap as chips guys but it just backfires as the seasoned modeler has to pick up the crap and re do it, there for companies end up paying double money and schedules hit the roof. Its like it for me at the moment, the india thing as Dom mentions is a huge issue at the moment, yeah great its cheap, but christ theres alot of inexperience there and unfortunately it shows.

With regard to knowing a pipeline is a big statement - I know a pipeline but I couldnt tell you how to write one or set it up. I can go to the head of pipeline and say ' hey the modeling pipeline needs to have this incorporated in it so the other guys can pick up WiP models or Published ones, and I need a button that make the tea a 4pm on a daily basis' thats just one aspect of it. To 'Know' a pipeline you need to be there creating it at the beginning.

With the modeling pipeline, after the models are done I know they head off to texturing, look dev, rigging, lighting and rendering then comp, thats the easy bit. But I couldn't tell you how or what setups are used in a rig or what Luts are used in comp for example, simply because its not my area and I really dont need to know. As long as my edge loops and uvs are correct so everyone else can do their job then my job is done the and we as the modelling team are happy as pigs in shit , obviously we all communicate as to how things need to sit or behave but after that well each department does plays their part to make it happen

The breakdown annotations of what Dom mentioned is good advice to anybody creating a reel, it will show what you did per shot. I cant stress that factor on Doms behalf enough.

Jay

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