Substance Painter
In this start to finish texturing project within Substance Painter we cover all the techniques you need to texture the robot character.
# 46 09-10-2007 , 05:02 PM
tweetytunes's Avatar
Subscriber
Join Date: Jan 2004
Location: Bolton - UK
Posts: 2,457
https://www.ravage3d.com/images/neils...s/ruins6_1.jpg

ok after a little time away to work on some stuff for the London Game Career Fair (trying to get a new cg job) and becoming a character modeller for hope online game project - I`m back to work on this. Just filling in where everything would be before covering areas in rubble or smashing things up. The bell tower is 100% gone now as I just did not like it.



Last edited by tweetytunes; 09-10-2007 at 05:25 PM.
# 47 09-10-2007 , 05:09 PM
arran's Avatar
Registered User
Join Date: Dec 2005
Location: Brooklyn, NY
Posts: 3,708
looking very cool tweetytunes - glad to see you are still working on this. what sort of environment are you planning? maybe a couple of gravestones?

# 48 09-10-2007 , 05:28 PM
tweetytunes's Avatar
Subscriber
Join Date: Jan 2004
Location: Bolton - UK
Posts: 2,457



Last edited by tweetytunes; 09-10-2007 at 07:47 PM.
# 49 10-10-2007 , 05:48 AM
mastone's Avatar
Maniacal boy king of Babylon
Join Date: Aug 2005
Location: the netherlands
Posts: 1,605
Hey,

The overall look off the grass is very nice, but i think it's to big and to dense.
I would use some bald spots and also let some grass into the ruins courtyard.
But that's just my opinion.
Keep it up

# 50 10-10-2007 , 07:20 AM
Perfecto's Avatar
Registered User
Join Date: Mar 2007
Location: TN (USA)
Posts: 1,889
I think the grass does look a little too big compared to the rest of the scene but it's not bad for a start. I like how you at least used different colors for the grass as it makes it look a bit more realistic.

If you could have some debris outside the scene, that may help too. You've got nice walls, etc. but a thought that could cross someones mind is, "Where's the pieces of the walls that crumbled and broke off?" Anyway, if you get some extra time before the comp ends, maybe you could put a few pieces on the ground outside the building and partially sticking up through the grass.

Looking good!


Don't be satisfied with what you can do but rather strive to do the things you can't do!
Exceed Expectations!
# 51 10-10-2007 , 02:01 PM
arran's Avatar
Registered User
Join Date: Dec 2005
Location: Brooklyn, NY
Posts: 3,708
looks very cool - but yeah, a bit big even if it's overgrown.

# 52 10-10-2007 , 04:14 PM
tweetytunes's Avatar
Subscriber
Join Date: Jan 2004
Location: Bolton - UK
Posts: 2,457
yer abit big but as i said its just a test.

@ Perfecto

the different color grass is just 3 different fur types on the same plain - each with different values. I know you can just use color maps but I find it does not work aswell.

as for the rest of the scene you`led have to wait and see but all questions on were everything went will be answered. - just not ready yet


# 53 14-10-2007 , 10:53 AM
THX1138's Avatar
19 year Veteran
Join Date: Sep 2002
Location: U.S.A.
Posts: 2,140
Awsome job on the grass tweet! This is really shaping up to be a fantastic entry!user added image

# 54 17-10-2007 , 12:43 AM
BennyK's Avatar
Registered User
Join Date: Oct 2007
Location: IL
Posts: 738

Very nice!

I liked the texture for the wals
I totally agree with Perfecto, and Arran's grave idea may look nice too.
Here's some other advice for you:
* I think you should put some clouds and a sun with the circles effect from it.
* The roof on the right looks pretty flat, try and fix it (break/tear small pieces of it / put a texture on it).
* Turn over a bench.
* Make a dirt road to where the doorway once was.
Hope this helps,
Benny

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 Off | HTML code is Off

Similar Threads