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 27-09-2006 , 11:02 AM
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Hey mate,

I'm not sure if it's the angle of the pic, but his ears might be a bit too far back on his head. Do you have any side views?


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# 17 27-09-2006 , 11:14 AM
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Coming along nicely g, the chin looks slightly off to me, think it would benifit more volume width ways as opposed to joing at almost a uniform curved point. Also the 'smile' lines should be tweaked in towards the corners of the lips to make the cheeks thinner and emphasise the 'eye socket'. Is this going to be textured as well?


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# 18 27-09-2006 , 11:54 AM
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Cheers Guys, im slowly moving round the model doing the details i'm quite happy with the eyes at the moment so off to the nose so to speak, unless anyone has any comments on improvement.

J5ive, i'll keep that in mind when I get to there.

I'm hoping to texture her, possible using Z brush as it will be my first attempt in doing that, i'm also going to use maya Hair, actually for hair this time (as most of the time I use it for dynamics!) for the hair.

Heres a side view so far, please note that ive not got onto the ears yet (and i'm not really looking forward to it either!!)

Any other crits or comments appreciated.

Cheers

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# 19 27-09-2006 , 10:18 PM
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That's looking pretty good. Have you ever worked with Maya's hair before? I haven't and I'm concerned that the results will be less than acceptable on my head.


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# 20 27-09-2006 , 10:42 PM
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Hey gster - This is looking very good - I like it a lot.

I would say that the nose still needs quite a bit of work. It's just looking a little thin. Also there is no change in the angle going down - the nose should have a bridge in front of the eyes - I might try taking the face area from the eyes down and including the nose and just pull it all foward, as the lower half the face is looking a little shallow. The side view is not looking bad, but I might take a look at the back of the head where it sweeps in behind the ears to the neck. It's not normally so smooth. And the highest point of the head is usually a bit behind the mid point - not so far forward. Hope my crit isn't too harsh - just stuff i noticed. Good work mate. The overall shape is looking fine.

Hey - did I read on another post that you finally got your new laptop? How is it? You must be very pleased. Don't let your cat anywhere near it! The other day my cat spilt iced coffee on mine and today she puked on it!:shakehead :eeek2:


Last edited by arran; 27-09-2006 at 10:50 PM.
# 21 28-09-2006 , 08:50 AM
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dockode - The only time that i've used maya hair is for dynamic simulations, neaver for actual hair in a model, to be honest I think that the resulats should be ok as long as I dont rush the job!

arran - I'm glad of the crit cheers, its stuff I need to hear to get the model as good as possible!

Yeah I've got my laptop, I went with the Dell XPS M1710 with the 7900 GTX Gforce, 2 gig RAM, 120 Gb HDD, core duo T7400.

I went for the Dell as it was a good deal cheaper than other similar laptops, and I got a good deal too off them.

When I got it I thought I had a massive problem with Maya's compatability on it.

Only half the menus were there, tried all the graphics drivers, options etc etc, ended up due to the screen resolution of 1900 x 1200 the windows font size was default 120 pixels, which Maya dosent like, chenged it to 96 and its fine now.

Its really fast at dynamics calculations and rendering, and its quite portable too.

# 22 28-09-2006 , 10:50 AM
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cool! sounds like you made a good choice mate and I am glad you managed to sort out that maya problem. It's always scary when something like that happens!

By the way, I meant to ask before - what are 'stars'? I just haven't heard that term before.

# 23 28-09-2006 , 02:17 PM
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Hey Arran, "Stars"or "poles" are where 5 edges on a mesh join to form a "star" shape, for example near the top of the cheek or at the side of the nostrils. They can deform in strange ways when animated so its best off to have them at areas of little movement.

Heres an update, ive widened the nose a little and had a little tweek round the mouth area.

Any crits appreciated

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# 24 28-09-2006 , 08:38 PM
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Thanks for the explanation gster - didn't realise those were called stars.

The head is definitely improving and heading in the right direction. The nose is still bothering me though - i am sure you are sick of hearing about it! I just think it needs a change of direction down the shaft of the nose. Take a look at the last picture that T1ck has posted on his roman head thread - a side view and you should see what I mean. Also, I just think the nose is a little long.

This is definitely coming along though mate. good work!

user added image

# 25 29-09-2006 , 04:56 AM
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I think it's comming along quite nicely.


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# 26 29-09-2006 , 06:07 AM
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Yeah I agree with arran, the nose looks too fragile at the minute, I would give it some width and shorten it a touch. Nice progress!


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# 27 29-09-2006 , 07:46 AM
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Nice going Steve,
I agree with the nose/mouth positions already mentioned. If you were keeping it like this then I'd say you were going for an elf like appearance maybe like from a lord of the rings character (dont take that as a bad comment though!)

Here's a very quick repositioning of the nose/mouth based on the head shape. Hopefully it will help to just look at the head slightly differently (almost like leaving things for a few days and then coming back with fresh eyes):

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# 28 29-09-2006 , 08:39 AM
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Thanks for that arran, no probs i'll have a look into it as the people here are all in agreement that it needs work!

Hey Si

Thanks for that, I was thinking a similar thing, that it looksa bit elf like LOL!

Like you said its a bit hard when you see it all the time to notice where your going wrong.

Cheers Guys.

# 29 29-09-2006 , 09:02 AM
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Hi Guys

Bit of an update, considering the aboce comments, hope its a step in the right direction...

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