![]() So, instead of working on a small area to make that specific spot look awesome right away, I’ll do an overall first pass on the entire model that will help give me a better idea of what I want. ![]() While texturing, I like to develop the textures for the character as a whole. Different types of material combinations, colors, and details will all be attempted. The second and most important reason is that I have the flexibility to try several ideas for achieving the visual I have in mind to see what works best. Depending on the amount of decimation, the mesh might also lose some detail. If it’s too heavy, I would have to decimate it and this can sometimes be very time-consuming. Meshes with a heavy geo count always give me a headache when exporting the model for baking. First, it keeps my ZBrush file size relatively small and I won’t end up with a super dense mesh. I prefer to create finer detail while texturing for a couple of reasons. ![]() My high poly meshes tend to be very clean with few fine details. No matter what software you choose to create your textures, it has to look good in the final render. In my opinion, texturing and rendering go hand in hand. However, it is impossible for me to talk about rendering without first approaching some key points in the texturing process. TexturingĪs mentioned previously, the theme of the breakdown is how to push render quality. I usually use polypaint to create an ID map to make things easier while texturing in Painter, however, since all of the bolts and stitches were maintained as actual meshes, I decided to mask things out by selecting meshes or UV shells. I baked all the base maps necessary to import into a Substance Painter project with the exception of an ID map. The Paint Offset tool was used to fix that area as well as some other spots seen in the image above. For this particular model, I didn’t have many issues with the cage, but tight areas such as the transition from eyebrows to the nose were causing minor errors. Tools such as the Paint Offset for real-time cage adjustments and Paint Skew for correcting bad directions make it easy to fix baking issues. ![]() Toolbag’s baker has been my preference for the past couple of years. ![]()
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