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Advanced texturing in substance painter
Advanced texturing in substance painter





Afterward, I used the Damian Standard, Standard, and Inflate brushes to hand-sculpt missing details and unique character features, such as eye and lip creases. I made sure to store a morph target before this and used it to clean up any artifacts or unwanted details. I then subdivided the mesh to subdiv level 7 and proceeded to create layers to apply the various levels of skin details from the VFace multi-displacement texture pack. References of real faces, face sculpts, and scans were valuable for achieving the desired appearance. I then subdivided the mesh and manually sculpted secondary details, including eye corner forms and underlying bony and cartilaginous forms in the brows, forehead, nose, jaw, and chin. This provided a clean topology with optimal edge flow. This allowed me to use bigger eyes and slightly different proportions, but not as much as Disney princesses.Īfter finishing the initial dynamesh sculpt, I used ZWrap to apply the geometry of a VFace head model from the TexturingXYZ website. FlippedNormals - Character Face Texturing in Substance Painter by Henning Sanden (2022) 3.01GB: Pixologic ZBrush 2022.0 Win 圆4: 1.69GB: VideoSmile - Substance ( ) (2020) 7.21GB: ArtStation - Authoring Props For Games by Ben Keeling (Blender, ZBrush, Substance Painter, Marmoset) (2020) 2.

advanced texturing in substance painter advanced texturing in substance painter advanced texturing in substance painter

However, during reference gathering and considering the nature of the concept, I decided to go with a semi-realistic look for the face, similar to the Alita: Battle Angel movie. Initially, I focused on creating a fully realistic character.







Advanced texturing in substance painter