Sunday, 24 April 2022

Creating the textures for my character

 Having had the previous positive feedback from my professors regarding the way that I approached the texturing of my Husky, I decided to use the same workflow for this project.

I divided the project into two parts: the textures done in Painter and the ones done in Designer.

I needed to make a fabric one for the blouse and boots, a leather one for the vest and boots, a cargo one for the pants, and an eye one.

For the fabric one, I took some inspiration from this tutorial I found on youtube: https://www.youtube.com/watch?v=7dSPG7f9dXY&list=LL&index=13

For the cargo one, I have taken a look at the approach used in this tutorial: https://www.youtube.com/watch?v=bSeAlD43Ywc&list=LL&index=10

The leather one was done while looking at the following approach: https://www.youtube.com/watch?v=P7WAMBiVlcA&list=LL&index=9


Of course, for each texture that I created, I made sure to use the nods in the most suitable matter to get the results I had in mind.

For the eyes, I made the same patterns I have previously made for the Husky, making the necessary adjustments to suit my character. 

Baking wise, I did not have many issues, only encountering some artifacts on the ambient occlusion map, which were easily fixed with some tweaks to the values.

The next step was importing everything in painter from designer and scaling the textures on my objects. For the smaller objects such as the fabric straps and the belt, I ended up reusing the fabric texture, but changing the color to the complementary color, which in this case was orange. At this stage, the way I have previously unwrapped my clothes has come in very handy, the textures tilling perfectly onto the surfaces, with the minimum amount of seems.

 After that, I added some wear and tear to the vest, in order to make it more believable. 






After adding the textures, I have realized that there was some clipping of the meshes on the boots, which I will be fixing in max, since that won't require any alterations to the UV maps.

For the skin, I have followed the amazing tutorials of Magdalena Dadela on youtube, using a variety of 

fill layers and masks, using the paintbrushes to add visibility to them, in order to get a lifelike appearance. The roughness maps and subsurface scattering ones were made using her tutorial as well.



After finishing those maps, I imported only the normal map from my leather jacket texture from designer and added it on top as a final touch. I am very please with how the textures turned out, and I can't wait to see how everything looks in engine.
For the eyebrows, eyelashes, and hair I have used a more traditional approach, opening the files in photoshop and used my hair brushes from there to speed up the process.








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