I broke my character down into colour id by using the UV and giving that area its own material, areas like the fingers and wrist that share its UV I selected those faces and gave them its own material took. The idea of colour id is so i can keep all the areas that share the same material so i chose colours for the following: skin: pale pink T-shirt: White Top outside : dark blue Top Inside: Red Zip: Gold Gloves: Black Gloves Trim: Green Belt: Brown Belt Buckle: silver Jeans: Light blue Shoes: purple Then I took my character into substance painter which is a UV painter software. because I imported the model with different colour ids, substance painter turned them in to texture sets and I then baked the normal maps from Mudbox onto my character and then added basic materials to each of the texture sets and then added new layers to add details such as skin blemishes, buttons, logos and seams. Once I was complete I exported different types of texture maps these were: the base colour (diffuse) map, height, map, normal map, ambient occlusion map, metallic map and the roughness map. For the moment I only plan on using the diffuse map and the new new normal maps in maya. I went back to Maya and selected each material I applied to my mesh and started to edit the material in 'hypershade' I clicked on 'colour' and pointed this to my diffuse maps and then I pointed the bump section of the material to the new normal maps, I repeated this process for every material I assigned to my character, making sure each material was named accordingly.
After I sorted out all the materials I did some quick renders too low for any deformations or any other problems. Now that I have got the textures sorted I can start work on the eyes and mouth and look at putting hair on my character and then look at doing a few lookdev (look development) renders.
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2/7/2024 05:25:46 am
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AuthorWelcome to my blog about my game design and 3D modelling work Archives
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