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 02-10-2007 , 09:31 PM
gster123's Avatar
Moderator
Join Date: May 2005
Location: Manchester Uk
Posts: 6,300

New Character

Hey Guys

Been working on this guy on and off this week, i'm making him up to practice some blend shapes and to give motionbuilder a whirl mixing keyframing with some motion capture data (hopefully!) when I get it next week.

I ve also been fiddeling with the slide edge tool (great for organising the edge loops, and crease poly tool (on the eyes and the lips, the thick lines you can see), not too sure if it will keep the creases when I export but nothing ventured nothing gained

I'll probably take him into Zbrush for a tweek of some areas as I find it a lot faster than pushing and pulling verts.

The wireframe is the smooth poly preview wire. and the smoothed version is just the smooth poly preview

Any comments or crits appreciated


Cheers

Steve

Attached Thumbnails

"No pressure, no diamonds" Thomas Carlyle
# 2 02-10-2007 , 10:00 PM
DJbLAZER's Avatar
Registered User
Join Date: Jun 2004
Location: Gothenburg, Sweden
Posts: 1,318
Looks pretty good, and the mesh looks fine too. The chin might be a little long, though.

# 3 02-10-2007 , 10:13 PM
Jay's Avatar
Lead Modeler - Framestore
Join Date: Feb 2003
Location: UK
Posts: 6,287
nice n clean Steve. Look forward to the rest

Jay

# 4 03-10-2007 , 01:16 AM
starjsjswars's Avatar
Subscriber
Join Date: Jan 2006
Location: IL
Posts: 1,052
good wires user added image

1 think idk if its from the angle of the pictrue.. but the nose looks to sharp lol... also about the ears.. are u gonna model them or do it in zbrush?


A great mod for Jedi academy www.moviebattles.com

Computer Rig-

64-bit vista
23.5 inch LCD + a 19 inch
Q6600 intell qaud
4 gigs of ddr2 ram
8800GTS 512 video card @700mhz
# 5 03-10-2007 , 08:56 AM
GioChrono's Avatar
Registered User
Join Date: Apr 2004
Location: Tunbridge Wells, UK
Posts: 354
Hey man,

A little sharp on the lips maybe but as you say, it's easier to tweak it in Zee.

How's your ears coming along, you started to model them in yet?

Gio


Gio

Creator of The Talos Project

# 6 03-10-2007 , 06:50 PM
gster123's Avatar
Moderator
Join Date: May 2005
Location: Manchester Uk
Posts: 6,300
Cheers guys, much appreciated!

I'll be modeling the ear in maya attaching it to the head and then giving it a bit of a sculpt in Z.

Gio, I might reduce the crease on the lips as its just a little tweek with the crease tool, was thinking that myself just wondering how it will export??

Cheers

Steve


"No pressure, no diamonds" Thomas Carlyle
# 7 03-10-2007 , 07:44 PM
GioChrono's Avatar
Registered User
Join Date: Apr 2004
Location: Tunbridge Wells, UK
Posts: 354
Fair enough, haven't used that feature so can't advise. Trial and error then.

Gio


Gio

Creator of The Talos Project

# 8 04-10-2007 , 12:13 AM
gster123's Avatar
Moderator
Join Date: May 2005
Location: Manchester Uk
Posts: 6,300
Yeah pretty much trial and error man! All fun and games!

I'll be modeling the ears probably on monday so should be an update then.


"No pressure, no diamonds" Thomas Carlyle
# 9 04-10-2007 , 03:44 AM
LauriePriest's Avatar
Moderator
Join Date: May 2003
Location: London
Posts: 1,001
Nice start!
Perhaps a little too much geometry considering the detail, the jaw line looks off. Lengthen the neck to allow the mandible to level out. Also maybe define the Zygomatic arch a little more, flesh will tend to hang off it rather than pudge out in this base expression.

Apart from that check out what the face is doing in that kind of an expression, you have modelled in the rising of the cheeks from the maxilla which only usually appers when peole smile or in old people, also the dippin in the cheeks happens when people are really skinny or open their mouth wide. If your modelling in neutral make it just that. Check out human anatomy books just to check yourself as you go.

The neck definitely needs a look, define the flow the of trapizius, sternocleidomastoid and clavical as well to help give the viewer an idea of this guys build.

I know that sounds like alot of crit but honestly its a good mode, the mesh is clean and easy to work by the looks of it, i really really like the eye region.

I hope this helps a little?

# 10 04-10-2007 , 05:30 AM
antiant's Avatar
Subscriber
Join Date: Feb 2004
Location: Melbourne
Posts: 462
Nice topology.
Saves hours if you make a nice job right from the start user added image


There's nothing normal about normals. In FACT i think the are abnormal.
# 11 04-10-2007 , 06:51 PM
gster123's Avatar
Moderator
Join Date: May 2005
Location: Manchester Uk
Posts: 6,300
Cheers Guys.

I'm going to try to get a lot of the shape in the model form Zbrush as its a lot faster.


"No pressure, no diamonds" Thomas Carlyle
# 12 05-10-2007 , 03:59 PM
gster123's Avatar
Moderator
Join Date: May 2005
Location: Manchester Uk
Posts: 6,300
Bit of an update, still need to give the neck some work on it before going into Zbrush.

Attached Thumbnails

"No pressure, no diamonds" Thomas Carlyle
# 13 05-10-2007 , 04:10 PM
GioChrono's Avatar
Registered User
Join Date: Apr 2004
Location: Tunbridge Wells, UK
Posts: 354
Coming along nicely.

Once he is in Z, it might be easier for you to get rid of the unnerving smirk this dude has lol.

Gio


Gio

Creator of The Talos Project

# 14 05-10-2007 , 04:13 PM
gster123's Avatar
Moderator
Join Date: May 2005
Location: Manchester Uk
Posts: 6,300
Haha! Yeah, its pretty much the same as the guy in my references. Kind of the look of i'm really really tryting not to laugh/smile.


"No pressure, no diamonds" Thomas Carlyle
# 15 15-10-2007 , 04:20 PM
Subscriber
Join Date: Feb 2006
Posts: 1,937
Have you had any chance to get around and wip something good in z?

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