5 - Creating texture maps in Substance Painter.
- RJ-3D

- 21 mrt 2020
- 1 minuten om te lezen
Bijgewerkt op: 24 mrt 2020
After a long time of experimentation with the fur I was getting a bit bored of it and decided to move on to the next step.
Volibear has quite a few pieces of armor on his head and I thought I could make a start with that. So I started to sculpt those and added some scratches and dents.

After some sculpting sessions I imported the pieces into substance painter and started to figure out how to use it to create texture maps.
Because Substance was new to me I checked some tutorials. Substance Painter: Texturing an asset from start to finish was the most helpful and gave me a quick overview of how to use Substance Painter for my assets.
I mostly used some smart materials that were in the default library and tweaked those to fit my needs.
After exporting the textures with the Vray settings I imported everything to Maya and started shading.
One of the objects was to dense and Substance Painter could not handle the amount of polys, so i had to break the object into smaller pieces in Zbrush to be able to paint my textures. Somehow while breaking it up I lost my UV's and needed to go back a couple of files to get those back. Later I found that there is an option in Zbrush to keep the UV's while merging subtools.
After a while I finally found a good workaround for high poly objects. By baking all the maps from the high poly objects onto the low poly objects it gave me an enormous boost in performance. This way I could finish the armor objects.



















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