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 22-04-2003 , 07:54 PM
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well,, i will do surely,, btw, i am rendering a smoothed version now

# 47 22-04-2003 , 07:58 PM
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Why so much Polys Tariqrf?

When I tried going for three smooth passes in the xenomorph, count would go as high as 30.000 or some. I know the xenomorph model has less detail, but all in all, it shouldn´t go up as high right?

Perhaps I´m wrong and I should model some more, however I just found it too high a number.

# 48 22-04-2003 , 07:59 PM
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current cables look great, do you mean how could you do then differently? Undseth posted a technique a while back in the old "How I did it" forum. Using a circle extruded along a curve. You could then convert them to polys and maybe they wouldnt be so heavy.

You must have quite a meaty machine to handle 145,000 polys!!


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# 49 22-04-2003 , 08:01 PM
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Originally posted by Pure_Morning
Undseth posted a technique a while back in the old "How I did it" forum. Using a circle extruded along a curve. You could then convert them to polys and maybe they wouldnt be so heavy.

Excellent find Pure_Morning
Should help some people.

# 50 22-04-2003 , 08:03 PM
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yeha I found it really useful when he posted it

here are the settings:


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# 51 22-04-2003 , 08:04 PM
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create the curve, create the circle, select the circle then the curve and then surfaces>>extrude with the options I showed


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# 52 22-04-2003 , 10:15 PM
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wow... thats a lot of polies. mine bogs down around 70k...


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# 53 22-04-2003 , 10:16 PM
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god knows... here is a wireframe, btw, I have a:

P4 2.8 GIG
1 GIG RDRAM (PC 1066)

hmm... after all smoothing is not bad!!! only that it makes it 205,000 polygons user added image, my pc sometimes glitches but is a bit smooth tho

btw, i am using the same method i did like i used to from the beginning i used maya to create cables, i create a circle, then a profile curve and extrude... i was asking for a C&C about the cables, not how to do it..user added image

thanx anyway, sure it helped alot of other noobies out there

# 54 22-04-2003 , 10:18 PM
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hmm. one thing i forgot to tell, there are loads of stuff in the belly of the beast so, yeah, that is one of the things that kills the poly count... btw, isn't this the ideal model for the next james bond game???? user added image

# 55 22-04-2003 , 10:21 PM
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wow.. looks great though. i realy lik the wings. i think my favorite partuser added image, maybe you should make them a little more transparent?


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# 56 22-04-2003 , 10:28 PM
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i thought i would make it like cling film.. never got it done, coz it looked like thick hard glass.. i want a small "crease" in the shader.. never got it.

# 57 22-04-2003 , 11:20 PM
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WOW... 145,000 polys! Man, i thought you would of been sitting at a couple thousand... jeeze. Lol, there are so many unnessesary polys there hey?.. oh well, it definately looks nice! I think somewhere along the way you typed in a wrong number tariqrf :O. Nice though, keep it up.


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# 58 23-04-2003 , 10:48 AM
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thats a lotta polys!! looks good though!


Take a glance at my <a href="https://forums.simplymaya.com/showthread.php?s=&threadid=9428"><b>Porsche 959</b></a> WIP
# 59 23-04-2003 , 12:25 PM
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ok heres the final:
--
dont no how many poly it is user added image
--
good luck Tarq user added image-

what happens now ?
cyas
mumbo

# 60 23-04-2003 , 12:43 PM
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Originally posted by mumbojumbo_13
what happens now ?

LOL... I'm not entirely sure either. I think there is a moderator decision (ie Kevin, David and others).... either that or we vote. I think there's a page of instructions on one of those stickies.

Cool entry, mumbo. user added image

Good luck to you both.


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