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 12-06-2003 , 01:42 AM
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wow you're life must SUCK cause thats looking pretty. Yah could ya up the lights a bit, and maybe a different color bg so we could see.



"When you are born, you have a resposiblilty to program you're own mind, if you do not accept this responsiblilty, then the world will do it for you"
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# 17 12-06-2003 , 02:37 AM
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kewl!

# 18 12-06-2003 , 10:11 AM
ereitz's Avatar
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Well... the gun took all evening... I need to get some higher contrast renders to show the detail. Anyway - 100 percent nurbs.
user added image

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Check out the subsurfacescattering on my tongue...

<a href="https://www.reitzmachine.com">www.reitzmachine.com</a>
# 19 12-06-2003 , 10:14 AM
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Thanks Vectorman - my life isn't so bad but sitting the whole night in front of the box isn't going to help. Hm. Guess I'll stay here anyway user added image

Thanks howardporter user added image

well this is a render with gijoe and it's too bright - looks like a desert instead of a swamp. Oh well. sorry about the dark renders. If it's not one thing it's another. Wires must wait until tomorrow.


Check out the subsurfacescattering on my tongue...

<a href="https://www.reitzmachine.com">www.reitzmachine.com</a>
# 20 12-06-2003 , 10:17 AM
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Sorry. The render I was refering to:

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# 21 12-06-2003 , 10:30 AM
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a little better - of course the last thing to render was this big seam in my sky...

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Check out the subsurfacescattering on my tongue...

<a href="https://www.reitzmachine.com">www.reitzmachine.com</a>
# 22 12-06-2003 , 04:04 PM
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How did you make the air scoop on top there? Is that nurbs or subdivisions? Im trying to get a similar compartmentalised structure but keep running into problems.


# 23 12-06-2003 , 06:15 PM
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hi [icarus_uk] - the model is 100 percent nurbs - the air scoop was made by a combination of methods to get surfaces: I believe I drew a curve in the side view and then made a profile path and extruded it to get the base of the air scoop. The mouth was modeled from a nurbs sphere. I tweaked the shape of the base with a lattice and when the basic shapes were there I trimmed out the hole in front by going to the front view, drawing a curve in the shape of the hole and projecting it onto the sphere. Then I offset the surface to get an inner surface and lofted between them to give the scoop a feeling of volume.

Then I did a circular fillet between the base and the mouth of the scoop to make it look like one piece. I checked 'curves on surface' so that when the fillet was done I could trim away the back of the mouth so there would be a hole leading down into the base. Obviously that's going a little bit overboard but it's good practice or if you're going to be shooting that close...

Okay, then finally I did a circular fillet beween the body of the machine and the base so they joined together smoothly. The modular look comes from using different primitives and the smooth joins from fillets.

I love nurbs.

Zen and the art of nurbs.

These techniques I learned mostly from the wrx tutorial at the following link:

https://www.blissdd.com/WRX/Tutorial/tutorial.html

subds bring polygons to the next level but modeling in nurbs is like meditating on higher mathematics. (I guess...)


Check out the subsurfacescattering on my tongue...

<a href="https://www.reitzmachine.com">www.reitzmachine.com</a>
# 24 12-06-2003 , 06:24 PM
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Much thanks, I'm trying to make a nozzle thing and this compartmentalised look is somthing I wanted to incorporate.

Excellent, excellent. Mucho thankage.


# 25 16-06-2003 , 09:09 AM
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working on the renders at the moment...

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Check out the subsurfacescattering on my tongue...

<a href="https://www.reitzmachine.com">www.reitzmachine.com</a>
# 26 16-06-2003 , 09:14 AM
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gi joe takes a bit of getting used to. I'd be interested in hearing some of the setups people use...

64 sky: .19
16 ground: .01
shadows: on

I think...
I guess I should know. Tired. Will come back with more specifics.

Hopefully this shows the model a little more clearly. I'll try to get it sharper.

Now on to more modeling.

Attached Thumbnails

Check out the subsurfacescattering on my tongue...

<a href="https://www.reitzmachine.com">www.reitzmachine.com</a>
# 27 16-06-2003 , 03:36 PM
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very nice, i love it when people use depth of field, it makes such a big difference and its so easy to do


FX supervisor - double negative
# 28 17-06-2003 , 04:08 AM
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Thanks Laurie - now if I could just get it to behave and focus on the object while blurring the background instead of blurring everything or nothing.

I deleted the lowest ring of skylights and turned on raytrace shadows for each light.

I changed the sky into a texture map and enlarged the dome.

Anyway - I hope to put more modeling time in very soon.

Attached Thumbnails

Check out the subsurfacescattering on my tongue...

<a href="https://www.reitzmachine.com">www.reitzmachine.com</a>
# 29 19-06-2003 , 03:37 AM
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man, your final 3 renders have been really nice! I gotta say.. your windshield is superb. You have used a fluid technique as well for the design of your machine.. and i love it! Seeing that it works with your design user added image. This is very cool man, and i loved that DOF render! Now is it propelled by air power, or magnetic force.. or gas? Anyways, really sweet!


"I should call you sugar maple tree cause i'd totally tap that" haha

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# 30 19-06-2003 , 04:02 AM
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Hey M - asking me the hard questions!

I guess it's propelled by swamp gas. In fact I think that thing in front is more of a swamp gas intake than a water intake. Maybe. I guess I have to think about some tech aspects of my machine. But the big round side rocket like things are the engines and they will have nozzles that can rotate and help steer the mukskimmer as well as propel it.

Thanks for the positive comments - I still have a lot of details to work on. Still time! (famous last words... )


Check out the subsurfacescattering on my tongue...

<a href="https://www.reitzmachine.com">www.reitzmachine.com</a>
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