Time-budget
Idea development
Work
I started by unwrapping everything for my character, and then placing all of the UV's into one UV-map.
I then used Substance Painter 2 to texture my entire character.
Here is where I should have taken more screen-grabs as I was working on it, but I managed to forget doing exactly that.
Anyway, this is how the textures looked after I exported them from SP2 and fixed them up in Photoshop. Because I used a lot of different materials in SP2, I got a lot of different texture-maps with each of their "stuff" (objects). So I had to move everything into the one map, for each of the maps (Diffuse, Metallic, Roughness, Height and Normal), which took a lot of time. Especially considering each of the maps were 4k-files.
Here I have the textures applied to my character in Maya.
I used a substance-material, which I unlocked in the Plug-in manager.
That way, I could easily connect the texture maps, without figuring out what f.ex. roughness would connect to if I were to use a blinn.
I made the eyes using ramps, no diffuse map.
I then of course used the same lights as last week, and rendered out three different images of my character.
Finished Product
I am honestly a bit disappointed with how the result is. I probably shouldn't have used Substance Painter, because the textures are way to realistic in comparison to how I imagined it. I'm not saying it looks bad, but it looks weird.






















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