Thursday, 5 January 2023

Texturing the Captain and the Jacket

 Learning from my past mistakes, I have spent a lot more time on the texturing phase. Since I was going for a realistic approach, it was very important to get the materials looking as accurate to how they would look in real life as much as I could. 

Thankfully, for the Captain, I did not bump into any issues relating to the bake. For the face, I have taken inspiration from Magdalena Dalela's workflow, which ended up having a very convincing effect. I also made a subsurface scattering map inside of substance painter. 





For the clothes, I have used a combination of fill layers, masks, and alphas for the small details such as the fabric fibers. For the velvet material, I have taken inspiration from the following tutorial: https://youtu.be/WEMbfx9Xhbg
Imperfections are very important for indicating realism, so I tried to add as many as I could, adding variations on the diffuse map, and also the roughness. I also made quite a few layers with height information as well. 


The jacket had quite a few issues with the bake, that I had to manually fix afterward. I did try to bake it again in Mormaset, but unfortunately, that did not solve the issues. 
For the texturing of the Jacket, I have used a similar approach to the captain. I have heavily used fill layers and different masks to achieve the desired result that I was going for. 



I am quite happy with the results that I have achieved, and throughout the process of texturing, I have learned so many things and workflows in Substance Painter, that I will be using in my next projects. 

Texturing the Angel

 Since the Angel's character doesn't have that many clothing pieces or accessories, I had more time to focus on the skin and getting...