1. Sculpting the High Poly for Normal Map
you proceed to texturing, you have to sculpt the high poly for the suits. With the suits model selected, go to File > Export Selection > Export obj format.
ZBrush, click on any project (DynaMesh_Sphere) to start, Import the suits
Since the object is too large for zbrush default scene size, the brush will be very small to sculpt, we can increase the brush size from Preferences > Draw > Dynamic Brush Scale.
Then subdivide the model five times (Ctrl-D). We need a very
high poly to sculpt small details.
Visit TurboSquid to download the stitching brush. It's free to use.
to Stroke > LazyMouse > increase the number of LazyRadius and LazySmooth.
This reduces hand shake problem and make a smoother line.
Choose ryan_seam_simple brush and draw lines to differentiate the dark and light area of the suits.
the same brush and draw the stitching seam line.
the cloth fold brushes.
Choose the folds brushes, reduce the value of Z Intensity, drag and draw to create cloth wrinkles. Look for some references of soft leather wrinkles.
You can make the
appearance more obvious since it will look lesser after applying the texture.
the high poly model. Back to Maya. Duplicate the whole group of the mesh, delete
eyes models. Add
_low to the naming of every objects.
Ensure you have
_ for each object name as Substance Painter is not able to read more
clover_low group. Select all object from the duplicated group and then go to Modify >
Search and Replace Name as shown in the following image.
_low in Search for column,
_high in Replace with column.
The objects are now renamed to
suits_high object, import the high poly suits that we exported from ZBrush just
Rename it to
suits_high and move into
clover_high group. Click Soften
Edge for this object.
all object in clover_high group except suits_high > Mesh > Smooth. Select clover_low
group, export selection as obj. Export clover_high group as obj too.
2. Texturing in Substance Painter
Open the Substance Painter. Go to File > New, change template to PBR - Metallic Roughness, tick Create a texture set per UDIM tile, change Normal map format to OpenGL, resolution can be changed afterwards, then click on Select and select clover_low obj, click OK.
Go to Texture Set List, you'll have 1001, 1002, 1003 in the list.
When you unwrap the UV in Maya, you arrange the head UV into UV area 0.1~1.0, outfit UV into 1.1~2.0… which means 0.1~1.0 = 1001, 1.1~2.0 = 1002 and so on.
This is called
to Texture Set Settings, click on Bake Mesh Maps to transfer mesh based
information into textures such as normal map, ambient occlusion and so on.
Click the button at High Definition Meshes, select clover_high obj. Increase the number of Max Rear Distance, and change Match to By Mesh Name. Then click on Bake all texture sets.
The reason why you rename every object name to _low and _high in Maya is to avoid mesh detection other than with specific meshes.
If you did not bake mesh maps, you're not able to use smart materials, smart masks and some other functions correctly.
After you're done baking maps, change to Orthographic view.
the shelf, go to Smart materials, drag and drop Skin Human Simple material
into the layers.
this Dots layer.
the skin colour from Base layer, under the Properties – Fill > Base
Duplicate, Ctrl-D, the Base layer and drag it up, rename it as lips, change the base
colour to lips colour, then Add black mask.
the black mask, go to Properties – Paint, change Brush Size to No pressure while Brush Flow to Pen pressure.
on the lips at orthographic view. To erase the painting, you can either press
X to invert the brush colour or press 2 for eraser. Then press 1 to back
to Paint Brush.
In the same layer, paint the blusher and some ear redness.
Hold Shift and Middle Mouse Button for turning the HDR lighting. Press C for maps viewing, Press M for material and lighting.
Select the highest layer, create a fill layer, then create black mask.
You may also create a normal layer which is
simpler, but it is hard to change the colour. Fill layer takes more steps but it
is easier for changing colour, roughness, etc. It depends on your own choices.
layer will be worked as eyeliner. Change the colour to dark brown, turn off
height, metal and nrm which are not required. Increase the value of
on Symmetry, go to black mask, paint the eyeliner.
a new fill layer on the top of the lips layer, create black mask, change the
base colour to brown, select the Dots brush from brush shelf.
some freckles on the cheeks and nose.
Duplicate Base layer and change to Multiply, drag it to the top of freckles layer.
Add black mask and rename as Shadow.
black mask, paint on the shadow area to create more details.
the Base layer again and drag it on the top of Shadow layer, rename it as Highlight.
Change it to Screen, and add a black mask.
the black mask, paint on the highlight area.
Select 1002 from Texture Set List.
and drop Leather Fine Aged material from smart material shelf to layers.
suits colour from Leather color layer.
Ctrl-D the Leather Color layer and change to a darker red, add a black mask.
Turn off everything except color.
on the darker area base on the reference.
Duplicate Dark layer, change to a darker red. Add a black mask. To recover the painted
mask to black mask. Press 4 and it will appear the model wire frames.
the last icon, UV chunk fill, which is fill colour by UV shell, drag and fill
colour for collar on the 2D view.
to Height map, reduce the Leather Pattern layer visibility.
Delete Dust and Edge Damages layers, add a new fill layer. Turn off everything
except rough. Increase the number of roughness.
Create a new fill layer, change the colour to dark blue, increase roughness and add a black mask.
Right-click on black mask, select Add generator. Right-click on Generator and select Light. This action is to create a baked lighting in the texture, so that the shadows are more obvious. It helps to save some times on tweaking the light in Maya afterwards.
the Horizontal and Vertical Angle to adjust the lighting, you may change to
base colour channel by pressing C for simpler observation. Then change this
layer to Multiply.
to 1003 in Texture Set List. Drag and drop Steel Medieval Stylized from smart
material shelf to layer. Change the base colour to lighter colour.
and drop SciFi PVC Plastic from material shelf to the top of the layer.
Change to blue colour. Add a black mask and paint on the heart shape belt.
In this part of the tutorial series, you've used Substance Painter to create texture. In the next tutorial, you'll be working on texturing the eye in Photoshop and how to export the textures from Substance Painter.
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