![]() ![]() 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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