Sunday 2 February 2020

FMP Biker -UV & Baking

As my texture budget was a 4k sheet for the entire character, I decided to split everything into 1k sheets so it would be more efficient. I tried keeping the same material on one texture sheet, so it would be easier to set up that material in engine too if I need to add any particular settings to it, without influencing everything else.
This time I did the UVs in Maya to learn how that works too, and I was quite happy with the results that I got and I feel like they are more relaxed and clean than what I usually get in 3ds Max.
For packing, I had a bit of trouble with splitting the objects into textures sheets, I tried different groups to see what works best, thinking about materials, texel density and empty spaces on the sheets. In the end, I couldn't find a way to have all the sheets perfectly packed without any empty spaces, but I thought that it was better to keep the same texel density for all and match the materials than filling every single pixel on the texture sheet. I will try packing the textures better for my next characters, but for this one, I have to move on.


This is how the texture sheets are looking now, I will still have to add 2 more, for the hair and eyes. I tried having repeated objects share the same texture spaces, the same for mirrored objects, like the belts on the back of the vest or the boots. 

This is how the objects are split ^ each colour is a different texture sheet

UV checker^

I am thinking of making the body texture sheet a bit bigger than others just so I could get a bit more details on the face and arms, but I will test how that looks in Substance and see if it won't be too obvious. 
For baking, I used Marmoset Toolbag as it usually gives me much nicer results than baking in Substance Painter. I baked each texture sheet individually and set up different baking group for all objects so I wouldn't get errors. I didn't have many problems with baking all the errors were easy to fix directly in Marmoset or a little bit of Photoshop. I baked all other maps in Marmoset too, AO map, curvature, thickness, cavity, position. 
After that, I imported all the bakes in Substance Painter, set up the scene, masked folders for all materials so now I am ready to start texturing. 



I managed to get everything set up by the end of Friday, fourth week, so now I have two weeks left for textures, hair, rig, skin and presentation. I'm not very confident that I'll be able to finish everything in time but I would prefer to take a few more days than rush the projects and mess it up. 

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