1. Texturing in Substance Painter
Continue with our last tutorial, we will be texturing the
clothes. Go to Texture Set List and select 1002, which is the second UV space
Go to Smart Material tab, drag and drop a Fabric Woodland
Material into the layers.
Delete the Folds folder, you only need the fabric texture.
Turn off the Use Custom Color then change the color to blue.
Group the layer, add a black mask for the group, then press 4
and drag select on the top clothes’ UV to unmask the clothes.
Duplicate the layer and change to a darker color, then add a
Right click on the black mask, select Add generator.
Click on the generator and select Light.
Adjust the Horizontal Angle and Vertical Angle to add some shadow on the clothes.
Duplicate again the Fabric Woodland layer, then add black
mask. Change the layer from normal to Multiply.
Paint some stroke and make the shadow of the wrinkles more
obvious, just like what we did for the skin from the last tutorial.
Duplicate the layer again and add black mask, change the
color to lighter blue.
Paint the highlight for the wrinkles of the clothes.
Lets add some torn of the clothes by adding the alpha map. Go
to the Shader Settings, change the pbr-metal-rough to
Go to Texture Set Settings, click on the + and add Opacity.
Back to Layers, add a New Layer, turn off all the colour,
height, rough,….. Only turn on the Opacity (op). Change the Opacity to 0.
Go to Brushes tab, select the Basic Hard brush.
Paint on the edges of the clothes to create some cloth torn. Note that some parts are intersected with the body, pressing 3 in Maya will solve
Next, we repeat the previous steps for the pants. Drag and
drop a Fabric Woodland material into the layers. Delete the other layers and change
the colour to yellow.
Group the layer, add a black mask for the group, press 4 then
drag select on the pants.
Duplicate the layer, add a black mask, change the color to
Right click on the black mask and add a generator, select
Light and adjust the angle.
Duplicate again the layer, add a black mask and paint shadow
for the pants’ wrinkles.
Repeat steps for the belt. Create a layer to paint the torn
Using the same fill layer of the belt, fill color for the
shoes too. Drag a Fabric Rough Aligned from Materials tab into the layer,
change the color to dark grey.
Duplicate the layer, change to a lighter color and add black mask. Paint some highlight on the shoes.
Repeat steps for the wristbands.
Go to the Texture Set List 1003 (hair), create a new fill
layer and change the colour to black. Increase the number of roughness for
Duplicate the layer and change to lighter colour, repeat the
previous step to add some specular for the hair. Decrease the number of
roughness for sharper specular.
Texturing is done. The next step is to export the textures. Press Ctrl-Shift-E.
Go to Configuration, press the + icon to add a new empty
Click on the RGB to create a new texture, rename it to
goku_diff_$textureSet. $textureSet is the UV set 1001, 1002, 1003.
Drag and drop Base Color from the right tab to the RGB box, then select RGB channel.
Create another RGB for normal map. Rename it to
Drag and drop Normal OpenGL into the RGB box. Don’t darg
the Normal as it won’t have any normal map result for the output texture.
Create another RGB+A and rename it as goku_rough_$textureSet.
Drag and drop Roughness into RGB box and select Gray Channel.
Drag again the Roughness into A box and select A Channel.
Create another Gray as opacity map, drag and drop Opacity into the Gr box and select Gray Channel.
Back to Export tab, choose your file path directory to Maya project’s source images folder.
Then choose the image format, change the config
to the preset that we created just now. You can also change the document size
as you wish. Then click on Export.
Back to Maya, delete the low_grp and _high_grp. Select all
the mesh then open UV Editor.
Select the UV shells in UV space 1001, right click on the
viewport and select Assign New Material.
Click on Arnold > Shader, then select AiStandardSurface to
assign new material.
Increase Base Weight to 1.0. Click on the checker box of Base
Color and select File.
Click on the File Name and select the goku_diff_1001.
Repeat Step 42-43 for roughness. Open Hypershade, click on
the shader we created just now and click on the icon Input and Output. Search
and click on aiNormalMap from left tab.
Click on the checker box of Input and select
goku_normal_1001, link the Out Value to the shader’s Normal Camera by clicking
Change the Color Space of the normal map texture to Raw.
Repeat steps for UV Space 1002 and 1003. For Opacity map,
link it to the Geometry > Opacity.
In the next part of the tutorial series, I'll start rigging and posing.
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