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 07-09-2005 , 06:42 PM
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Nice work.I just started using Zbrush.It messed with my head a little,having to change modules everytime you want to do something.Like Softimage.I must admit that its a very
powerful tool if its used with experience and lots of patience.
Keep it up.

# 17 09-09-2005 , 01:16 AM
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Thanks :)

I am pretty new to z-brush. Ya the whole projection master.. drop and pick-up thing is a pain in the ass. I love how Z-brush handles so many poly's tho and it's almost like sculpting with clay... truly awesome software user added image. Thanks for the comments.


mayafreak3

# 18 09-09-2005 , 01:45 AM
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Great work with Z brush.. Is it possible to keep the mesh relativley simple and add details with Z brush..? I ve heared about the normal maps but i still couldnt grasp it... Ne tips....???

# 19 09-09-2005 , 04:29 PM
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absolutely,just make sure that your dpi is around 3000 square.
You can also export a cage which is a high res of your Low model.Very big file .But for a still its fine.

# 20 09-09-2005 , 06:05 PM
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Originally posted by chathura
Great work with Z brush.. Is it possible to keep the mesh relativley simple and add details with Z brush..? I ve heared about the normal maps but i still couldnt grasp it... Ne tips....???

Thanks man, I'm still learning it. Um I found out a cool script called Zatt6. Its a mel script for maya.. u can get from z-brush central. It is supposed to set up maya for displacement maps from z-brush.. I just ran it once and its still not working right yet.. I haven't had time to mess with it really. It does look like a useful script for maya if your planning on displaceing a low poly mesh.
I still need to streamline my process to go maya->(convert to .obj) -> z-brush (export displacement map right) -> maya (mental ray set up right to render displacement)

mayafreak3

# 21 09-09-2005 , 06:07 PM
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changes

I kinda hated the way the model looked so ape-like so I changed some things and added some details. This is all still in maya.

mental ray render GI and FG

Feel free to /comment /criticize /tear apart user added image

mayafreak3

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# 22 09-09-2005 , 06:08 PM
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close up

mental ray FG and GI closeup

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# 23 09-09-2005 , 11:44 PM
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new

worked the eyes and neck and ears

mental ray fg and gi

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# 24 09-09-2005 , 11:45 PM
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persp view

pesp view

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# 25 12-09-2005 , 09:06 PM
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newstuff

front

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# 26 12-09-2005 , 09:07 PM
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back

back

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# 27 12-09-2005 , 09:14 PM
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mesh

mesh

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# 28 12-09-2005 , 09:38 PM
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looks nice overall, just the abs to sharp, not sure if thats what you wanting, also his pants I think you would get a better result if it were a separate object, they seem a bit square-ish,
one more thing I noticed the topology in your does not seem to flow
here is a model I did after Kurts ninja tut, it's not perfect but it put me in the right direction, if you want I can post more wires to help

https://www.mvorster.co.uk/SimplyChallenges/frame.jpg
Dae


"I THINK, THEREFORE I AM"
René Descartes

www.mvorster.co.uk

Last edited by dae; 12-09-2005 at 09:48 PM.
# 29 12-09-2005 , 09:54 PM
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Thanks for the comments

Thanks for the comments Dae. I agree on the abs, going to have to work on the body alot still. Good point on the pants. I will still be adding alot of stuff. I was thinking of making the skin a little less perfect by adding some spiky parts. I have to attach everything still and do the hands(claws) and feet(claws).


Since a gargoyle is an inanimate object, I was thinking of embedding a gem into his forehead through which he is animated. A soul for the soul-less.

mf3

# 30 12-09-2005 , 10:09 PM
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on the topology

Dae, on the topology I'm not sure what you mean..I think it does flow. It gets compressed in the front of the armpit because I was trying to define the deltoid anterior(not sure if thats what your talking about or not).

mf3

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