I am planning to add another texture sheet for the hair because having the hair cards alphas on the same sheets as the rest of the character would make them look really pixelated and I want to have a good definition to them. I am still thinking how to split the texture budget for the submission, but I think that in this way I will get the best looking results.
I baked the character in Marmoset Toolbag. I split the model in 2 bakers and had a different baking group for each part of the mesh, so I wouldn't get as many errors. Most of the bakes turned out ok and I only had some minor errors to fix which I did directly in Marmoset. For the coat I got the most baking errors and had to edit them in Photoshop. It took me a few hours to clean up all the bakes and then AO map but I managed to get them to look better.
After that, I imported the model in Substance Painter and the Normal map, Normal Space, AO and Curvature map from Marmoset. I created folders for every different material on my character and assigned some base colours, so now I am ready to start texturing.
I only managed to get the character into Substance at the end of the third week because I spent the rest of the week working on the hair and trying to find a good method to do it for this character ( the whole hair process I will detail in another blog post).
My main focus now is getting the textures to a good level of detail as quickly as possible and get the hair to look decent.
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