I increased the saturation of my base Diffuse map, plugged it into the Translucency Map slot and increased the Translucency Depth value. I exported my default maps as well as AO, Subsurface Scatter, and Cavity maps. You can learn about how to create a convincing eye setup in a previous breakdown written by Saurabh Jethani. For the eyes, I created two spheres one with the textures applied, and another slightly enlarged sphere encasing it with a glass material applied. The skin material that comes with Painter usually works great as a starting point, and I like to turn on SSS preview here as well. Neutral environment maps were used to avoid color influences from the environment on my texturing. I used Substance Painter for baking and texturing. Afterwards, I did some UV clean-up and layout work in Maya. I created my high resolution meshes in Zbrush and unwrapped them using UV Master. This character is based on a concept by Vyacheslav Safronov, you can check out more of his amazing work on Artstation. In this article, I will discuss my material setup, lighting, and presentation for my Old Knight character in Toolbag. Currently, I am doing freelance work for Shapefarm, a Tokyo based company. Hi, my name is Radek Kowalczyk, and I’m a Character Artist working in games.
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