Ubisoft Character Project #7

 

With the whole model retopologised and unwrapped, I imported it into Substance Painter to begin the texturing process. I began by baking each part from the high poly to the low poly and doing any needed clean up on specific areas. Once I had the bakes for each part, I simply began doing all the main texture work.

I started out by laying flat colours onto my model, getting a grasp of if they work well together like in my concepts of if they’d need to be altered slightly. For the most part the flats were all fine and so I started the main body of texture work on the head. This was a process of applying shadows and lights through the generators, really taking advantage of the flow map from the bake. I applied several layers to build up shadows and lighting in various areas to get a nice transition on the skin tone. I also went in and hand painted in some extra portions of light and shadow just to accentuate some features like ambient occlusion on the closed mouth. I also added extra colour to certain portions of the face like some red on the cheeks, ears and nose.

 



This was the kind of process I went through for the whole body when laying down the colours for the albedo. For areas like the buckle on the helmet and belt, I altered the roughness and metallic maps so the albedo was more subdued in some areas. I also kept going in to add hand painted elements to portions of the textures, leaving the materials I generated to cover the forms as a basis and then add details myself where I saw fit.

It was a process that once I got into the rhythm of it became quite quick since some areas didn’t need that much detail additionally added and for the most part, large portions of the character were in solid colours and I just added to the shadows to make them stand out some more.




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Ubisoft Character Project #8

  Having completed the textures for my pilot captain, all that was left was to give it a basic rig and import it into Unreal Engine 4.  I ...