Texturing progress
07:27For the past couple of days I've been working on my textures, and its been an awful lot easier than I expected! I fumbled around for a short time working out the best way to do it but managed to get a pretty good workflow going.
To begin with I blocked out all my flat colours in photoshop. I did all the pieces in separate layers because I knew from past experience that would save me a lot of trouble down the line.
Once I'd done this I used my normal map on a low opacity over my base colours to carefully block in the delicate patterns that I knew would be a different material but obviously didn't come out in the geometry.
I had intended to do most of my textures in Bitmap2Material originally because I felt like I had more freedom in that program but it turned out to be pretty impractical for what I needed.
I worked first on the face, hand painting in some colour variation before taking it into Substance painter to adjust roughness and normals. I'm still not entirely satisfied; I feel like some of her skin looks oily. I masked out parts of the face and made them pretty matte but I still feel like it could do with some work. I'm not sure whether this is because in order to be satisfied with it I'd need to be taking up to next level realism which isn't really possible for me at this stage.
For the rest of the model I was able to create my own masks using the original diffuse I'd made and import them into Substance to easily make the different parts of my model have different material types.
At the moment my main concern is the fabric itself; although its supposed to be all one colour it looks TOO uniform. It could be the lighting in my marmoset scene though or maybe I need to paint in some colour changes.
I'm currently looking for/hoping for some feedback so I can spend more time working on it and polishing it since I have so much time left.






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