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 12-04-2011 , 11:25 AM
clearairstudios's Avatar
Registered User
Join Date: Jan 2011
Posts: 126

Did I mention you are bloody quick! not bad for some one who hasnt ridden a bike for a while! LOL

To be fair I did start in in January. lol

Lots of trial and error but now I'm on the second project it seems to be going so much quicker.

Got arequest for a character model so Im going to try out the Chef Ramsay tutorial first rather than jump in blind.

# 17 12-04-2011 , 11:34 AM
clearairstudios's Avatar
Registered User
Join Date: Jan 2011
Posts: 126

Congrat! Thats very clean. How many poly did you end up with ?

Hi Joey,

Around 4 million smoothed.

320,000 unsmoothed.

# 18 04-12-2012 , 11:51 PM
ctbram's Avatar
Moderator
Join Date: Jan 2004
Location: Michigan, USA
Posts: 2,998
Very nice work CS.

I was happy to see the use of nurbs curves to layout the main body lines. Very nice conversion to clean poly topology.

Also, very nice unification of some of the complex compound shapes like the valve cover piece.

GG!

-rick


"If I have seen further it is by standing on the shoulders of giants." Sir Isaac Newton, 1675
# 19 05-12-2012 , 05:09 AM
Acid44
Guest
Posts: n/a
The edges around the panel gaps look a bit messy, or at least they're making the normals look a bit messy.

Other than that, looks great man. Are you gonna give it an interior?

# 20 22-12-2012 , 02:17 PM
Jay's Avatar
Lead Modeler - Framestore
Join Date: Feb 2003
Location: UK
Posts: 6,287

The edges around the panel gaps look a bit messy, or at least they're making the normals look a bit messy

forgive my ignorance...Im kind of new here to modelling....but am I missing something?

Only mods can delete CJ.

J

# 21 22-12-2012 , 03:41 PM
Acid44
Guest
Posts: n/a
I mean the shadowing around some of the panel gaps, circled in red in the attachment.

Attached Thumbnails
# 22 22-12-2012 , 04:08 PM
Jay's Avatar
Lead Modeler - Framestore
Join Date: Feb 2003
Location: UK
Posts: 6,287
I wouldnt actually say it was messy though....perhaps a terminating loop around the end to balance the thickness all the way thru wouldnt hurt, but its hardly an eyesore....

Ive seen stuff from high end studios that would make you toes curl, this is a joy compared to those models

J

# 23 22-12-2012 , 05:49 PM
daverave's Avatar
The thin red line
Join Date: Aug 2009
Location: England
Posts: 4,472
I would be quite happy if that was my mesh and that was all you could find fault with it.........LOL.........dave




Avatar Challenge Winner 2010
# 24 22-12-2012 , 07:41 PM
Acid44
Guest
Posts: n/a
It's probably not something a normal person would bother with or even notice, but all I model is cars, so things like that stand out like a sore thumb to me user added image

# 25 22-12-2012 , 08:48 PM
Jay's Avatar
Lead Modeler - Framestore
Join Date: Feb 2003
Location: UK
Posts: 6,287
Its interesting...I've learned so much over the years on modelling pretty much anything, and I can tell you that any imperfections in a model these days are a joy to see and do add to the realism and dont make then so CG. I know in this case its a happy accident.... Im not talking about missing loops but general imperfections between joins etc or asymmetry on a character model. Thats attention to detail.

My p51 Mustang model is undergoing the surface imperfection modelling at the moment, to give the surface that slightly man made look. Its the same with cars, the panelling wont be exact, personally I think it worth doing....dare to go that step further...be different, be better!

Jay

# 26 23-12-2012 , 07:45 AM
NextDesign's Avatar
Technical Director
Join Date: Feb 2004
Posts: 2,988
I'm with Jay. Don't think people will notice the asymmetry? Take a 3d scan and mirror it, there's your proof.


Imagination is more important than knowledge.
# 27 23-12-2012 , 01:06 PM
Acid44
Guest
Posts: n/a
I agree to an extent. With a normal car, go for it, but with a car on this level, one that costs something like 6 million GBP to manufacture, I don't think they'd allow any asymmetry at all in the factory.

# 28 23-12-2012 , 02:10 PM
Jay's Avatar
Lead Modeler - Framestore
Join Date: Feb 2003
Location: UK
Posts: 6,287
Err they are built by hand so I can bet they arent perfect at all and the 16.4 EB version is only 1.7million bucks if you have it laying around spare....

J

# 29 23-12-2012 , 05:40 PM
Acid44
Guest
Posts: n/a
1.7 to purchase, apparently cost them more than that to make, though.

# 30 23-12-2012 , 05:44 PM
Jay's Avatar
Lead Modeler - Framestore
Join Date: Feb 2003
Location: UK
Posts: 6,287
how to make a loss....thats just terrible

Posting Rules Forum Rules
You may not post new threads | You may not post replies | You may not post attachments | You may not edit your posts | BB code is On | Smilies are On | [IMG] code is On | HTML code is Off

Similar Threads