Substance Painter
In this start to finish texturing project within Substance Painter we cover all the techniques you need to texture the robot character.
# 1 19-05-2005 , 09:36 AM
astrocalder's Avatar
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UV texture editor

I've been going through some tutorials, but i have two problems -

i'm making a simple poly character, with a square for his hand, in a fist shape. so imagine a six-sided fist, thumb on one side, knuckles, palm, etc. i opened up the square in the UV texture editor, and it was unfolded into a T-shape, six sides. makes sense. but when i made a UV snapshot, it was just a square. i tried to make my own T-shape fist pattern in photoshop to apply to the square, but i can't figure out how the square is unfolded, and where to draw each side.

so my questions are -
1) how do i take a snapshot of the UV texture editor, so i can see the proper shape
2) how do i know where to draw on it

i'm applying the texture to a finished full joint animated character, but that shouldn't matter, right? you should be able to change textures at any given point, right?

thanks

# 2 19-05-2005 , 11:26 AM
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you need to take a UV snapshot in maya (in the editor file>uv snapshot) then you will know exactly where to paint. Remember the rule of thumb is that your texture should be twice the maximum size it will be on screen at any time. So if it's 1k on screen then the texture should be minimum 2k to avoid blurring user added image

:ninja;
Alan


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Currently working on: Your Highness

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# 3 19-05-2005 , 11:40 AM
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i realized why the snapshot wouldn't come out - the entire UV texture needs to be in the upper-right square of the editor. now i see it.

but i still don't know where to paint - it's just an unfolded square, so all the sides look the same. it's not like a face, where i can tell where the eyes/mouth are from the lines. is there a way to be sure which side is which, like does maya always unfold things in a certain way? or should i use the split polygon tool to draw in where the thumb/fingers should be to see?

thanks for the reply though alan.

# 4 19-05-2005 , 12:24 PM
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paint numbers on each face then map it into maya and take a look then you will know where to paint.

user added image
Alan


Technical Director - Framestore

Currently working on: Your Highness

IMDB
# 5 19-05-2005 , 12:33 PM
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that makes sense. i also tried using the split polygon tool to see where the new lines would appear in the UV editor, that worked too. once i figured out the position and orientation i undid the new lines.
i'll try the numbers thing next time. thanks.

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