Saturday, 18 April 2020

FMP: Alfodr, The Wizard - Texturing, Feather creation and Hair textures

Texturing was quite a long and tedious part of the project. I spent roughly two weeks working on them and even though I'm quite happy with the way they look, there's still room for improvement.
One again, I gathered a bunch of new references, this time to see how other artists approach old/worn out objects/textures.

I began by setting up a base material for each surface: gold, leather, cloth, etc, consisting of just colour, 2/3 layers of colour variation, base roughness and height. I generally leave roughness variation as the final layers and this was my approach this time as well.
Since my character is wearing several leather pieces, I tried to differentiate each one, not only  to make them have a different feel and materiality, but also to make the objects read better. At the same time, I tried not to go overboard with the hue variation from object to object.

For the skin I used reference pictures to establish the overall tone. Slowly built up more variation with additional layers - red tints, blue, yellow, orange, brown moles, darker moles and small veins. It took a bit of cleaning time until the skin stopped looking blotchy and I could finally start working on the roughness and SSS. After bulding up the roughness as I'd usually do, I added an additional layer with a much lower roughness value and used a mask with a fill set to "cells". I liked the effect a lot.
There are a few more adjustments that I'd like to make on the skin textures, however towards the end my project got corrupted. Whenever I try to export the textures for the skin material the program crashes. For all the other materials it works just fine.


After the texturing part was done(or nearly done), I started generating the textures for the hair cards in XGen. I separated all the hair onto 2 texture sheets: one for the long hair, eyebrows and eyelashes, and the other for the beard and fur. After generating all the maps in  Maya: albedo+alpha, direction, AO and normal, I created an additional map in Photoshop to use as specular.

After generating the first set of maps, on the following day I intended to use tht project as a base and just tweak the hair guides and modifyers to get a different result. Unfortunately for me the project got corrupted and I could not open it anymore, so I had to start from scratch.

When creating the feathers I followed a tutorial from ZbrushCentral. So, I made them in Zbrush using Fibermesh. Then, I exported the feathers into 3ds Max where I applied vertex colour on them. I made a plane, unwrapped it, then baked the feather onto that plane in Substance Painter. I applied a simple dark grey texture, with a 0.5 roughness value for the barbs and something similar for the rachis. To get the greenish reflections I had in mind, I set the specular value to green in Marmoset.

After I had everything in place texture-wise, I started placing the hair cards in 3ds Max. At first I tried using curves and applying the Path Deform modifier, but somehow that didn't work. As I couldn't figure out what the problem was, I started placing the hair cards manually. This is my progress so far:






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